中山管理評論

  期刊全文閱覽

中山管理評論  2018/3

第26卷第1期  p.85-111

DOI:10.6160/SYSMR.201803_26(1).0004


題目
Pokemon Go 玩家經驗作為一種開創歷程:詮釋現象學取徑
Pokemon Go Player’s Experiences as An Entrepreneuring Process: A Hermeneutic Phenomenology Approach
(138_M5ab21e8bb6d54_Full.pdf 1,071KB)

作者
蔡偉鼎、王致遠/東海大學哲學系、國立中山大學企業管理學系
Wei-Ding Tsai, Chih-Yuan Wang/

Department of Philosophy, Tunghai University; Department of Business Management, National Sun Yat-sen University


摘要(中文)

本研究係從詮釋現象學的角度,探討手機遊戲 Pokémon Go 玩家遊戲經驗是如何被創造出來的。本研究採取自我民族誌的方式蒐集資料,以詮釋現象學的方法進行資料分析。結果發現 Pokémon Go 玩家遊戲經驗是一種玩家創造的混合實境;遊戲規則以及玩家的體驗,並非是遊戲開發者所預設的;玩家透過借用與就地取材的手法來創造其遊戲經驗;遊戲過程本身就是玩家的織組歷程。 這些玩家形塑其遊戲經驗的歷程,本質上是一種「開創歷程」,在遊戲的過程中,玩家透過類比與隨創的模式,來織組其手邊的資源以形塑其遊戲經驗。因此,類似特色的遊戲,或可引入至創業教育中,培養或激發學生的創業心智。

(138_M5ab21e8bb6d54_Abs.pdf(檔案不存在))

關鍵字(中文)

Pokémon Go、玩家經驗、開創歷程、詮釋現象學、創業教育


摘要(英文)

This study explores how player experiences were created in the Pokémon Go, a mobile game, under the lens of hermeneutic phenomenology. Auto-ethnographic data was collected and analyzed with hermeneutic phenomenology. The analysis of data identified the following themes of the making of player experiences: player experiences as hybrid experiences created by players; the rule and goal of game are not default; experiences are created through borrowing or drawing on local resources; and the player experience as an organizing process. The making of player experience is an entrepreneuring process in essence. Player experiences are organized by player through analogy and bricolage. Hence, it is possible to introduce games with similar feature into entrepreneurship education for promoting entrepreneurial mindset among students.

(138_M5ab21e8bb6d54_Abs.pdf(檔案不存在))

關鍵字(英文)

Pokémon Go, Player Experience, Entrepreneuring Process, Hermeneutic Phenomenology, Entrepreneurship Education


政策與管理意涵

本研究主要從詮釋現象學取徑,探討Pokémon Go玩家的遊戲經驗。我們發現遊戲經驗是一個由玩家參與創造的混合實境,玩家並非在制訂的規則下,展開遊戲,他們常利用「借用」以及「就地取材」的方式來創造個人經驗,並善於織組周遭的資源來完成遊戲。從經驗本質來看,Pokémon Go 玩家的經驗也是一種創業經驗。創業者通常是在擺脫既有規則束縛的情形下展開其創業歷程,這些創業歷程鮮少照著計畫實現而充滿意外,在創業歷程中,創業者也常利用「借用」和「就地取材」的手法來完成所面對的任務,且在創業歷程中常需以創意的方式織組其周遭的資源與網路。從這樣的角度來看,Pokémon Go 玩家也可算是一群創業者。 對一般人而言,所謂的創業可能是開一個新公司或者是做一個小生意,但是創業的真實意義遠大於這樣的開創新的商業組織。不管是在公司內部進行內部創業 (Intraneurship),開發新的產品,創造新的商業模式,乃至於建構一個社會企業或社會組織,以解決某項社會問題,嚴格來說,其實都屬於創業的範疇。換言之,所謂的創業,其真實的價值,在於突破現狀,在面對不確定的情形之下,勇於創造與迎接改變,所謂的開創,指的正是這樣子的一個歷程。 也因此,我們可以看到,在歐洲或者歐盟的場域中,非常強調創業心智 (Entrepreneurial Mindset) 的養成。所謂的創業心智所指的,正是這樣子的一個勇於突破現狀,趨使改變一種心智模式,其所引發的,是創業者在面對問題的情形之下,透過自身的行動,來解決某項社會問題,不管是從盈利的觀點,還是從社會需求的觀點;不管是個人行動,還是在組織裡面發動的流變歷程。 創業教育是養成創業心智必要的手段,然而創業教育該怎麼進行,近年來正面對著相當大的變革,從傳統上的理論講授,創業者的經驗閱讀,乃至於學習者的實作,都是常見的一些手法。本研究中所展現的,乃是Pokémon Go 這款遊戲的玩家經驗,其實正是開創歷程之下,創業者經驗的展演。創業教育可以藉助類似像的遊戲幫助學習者以模擬的方式,培養其創業心智。


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