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作者/Author
方郁瑄 Fang Yu Hsuan

標題/Title
一起玩出「歷史」:數位遊戲《返校》的過去體驗
Let's play "history" : past experience of the digital game "Detention"
摘要/Summary
當歷史不再只是追求過去真實的學問,而是具有當下心態的人按造他們的需求去發掘、重新組織過去,再現「過去」的論述行為。歷史研究將可以是審視過往與當今的「歷史」生成的方法,也可以是選擇研究一個有助於瞭解當代的「歷史」。隨著技術持續進步、跨領域的合作,許多數位媒體也相應而生,多元化了「歷史」敘事的文類。其中,數位遊戲更是具備應用多樣性的新興文類,不僅可以體驗過去,還能傳遞新哲思、保存建築文物、系統化展示數位典藏、協助歷史研究等,達到跨文本、文類、學科間的對話。而本研究正是以臺灣獨立工作室赤燭遊戲製作的數位遊戲《返校》(Detention),將數位遊戲視作歷史製作的新興文類進行探討。
透過文類分析、田野調查與線上資料分析法、質化問卷等研究方法,本研究嘗試描繪當代社會如何透過「玩」去體驗過去並建構「歷史」,網際網路的互動平台讓玩《返校》並不再只是個人的休閒娛樂,玩數位遊戲可以是一群人一起體驗過去的方法,也是一次文化/認同創造的過程,一場玩家與國家的「歷史」角力,一樁「自由」的價值買賣,更可以是一次針對歷史敘事對個體、當代社會意義的研究。
另一方面,《返校》的全球熱賣、風潮及其背後的時代氛圍,都彰顯歷史在當代消費社會中就是一門生意,且依舊反映了權力的分佈,透過這些歷史商品我們能看見一個時代,消費者想要的「真實」、「價值」與「意識形態」,在以「歷史」包裝的商品獲得供應,也意味著「歷史」是由當代消費社會一同玩出來的。

History is not just pursuing an authentic past. History is a act of discourse, which people with the contemporary mentality explore, reorganize and represent the past according to their needs. Historical research is a way to examine the production of "history" in the past and present. It can also be a study of "history" that helps to understand contemporary society. Because of technological advancement and cross-field cooperation, many digital media have been invented. The genres of "historical" narrative have become diversified, such as digital game. Digital game is an emerging genre with applied diversity. Digital games can not only make people experience the past, but also convey new philosophies, engaged in digital archives of architecture and cultural relics, display digital collections systematically, and assist in historical research, etc. In this way, the conversation between cross-texts, cross-genres, and cross-disciplines can be opened. This study considers digital games as an emerging genre of historical production, and discusses the case of a digital game, “Detention”, produced by Red Candle Game.
Research methods used in this study include textual analysis, fieldwork, online information analysis, and qualitative questionnaires. This study try to describe how people in contemporary society can experience in the past and construct "history" through "playing". The interactive platform of the Internet technology makes playing Detention not only be a personal entertainment but also be a public experience in the past; a process of cultural/identity creation; a confrontation about "history" between players and the country; a sale about "freedom". It also can be a study of historical narratives on the meaning of individuals and contemporary society.
On the other hand, through the global popularity of Detention and the historical background behind the popularity, we can find that history is a business in contemporary consumer society, and it still reflects the distribution of power. We can see an era through these historical commodities. The "truth", "value", and "ideology" that consumers want are being supplied with products which decorated with "history". In other words, it also means that "history" is played and produced by contemporary consumer society.


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臺灣數位人文學會
國立彰化師範大學文學院
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國立臺灣歷史博物館
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道易科技有限公司
智紳數位文化事業
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