中介化審美經驗怎麼研究?打造一個實用主義符號學的分析與詮釋架構
受到電玩遊戲Wii Sports在全球的熱銷,以及研究者個人玩Wii Sports的審美經驗啟發,本研究旨在打造一個能夠用以系統地分析與詮釋中介化審美經驗的工具架構;然後以所打造的架構,實際示範中介化審美經驗怎麼研究;最後回過頭根據研究結果檢討所打造架構的適用性。 據此,本文首先在第二章主要根據Huizinga與Caillois關於嬉戲與遊戲的理論範疇描述,Mead、McLuhan、Winnicot與Bateson對於嬉戲作為一體兩面的、社會化與創新溝通行動的媒介,以及Gadamer的藝術作品本體論(本文稱之為嬉戲-作品-玩賞回饋系統)等理論的探討,整合無論傳統或新媒介所中介,無論玩家或閱聽人...
Main Author: | 柯籙晏 |
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Language: | 中文 |
Published: |
國立政治大學
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Subjects: | |
Online Access: | http://thesis.lib.nccu.edu.tw/cgi-bin/cdrfb3/gsweb.cgi?o=dstdcdr&i=sid=%22G0095451504%22. |
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