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    題名: 網路KUSO族的異想世界:一個語藝分析的觀點
    其他題名: The Fantasy World of Cyber KUSO Group--A View of Rhetorical Criticism
    作者: 蕭惟友
    Hsiao, Wei-yu
    貢獻者: 教育社會學研究所
    翟本瑞
    Ben-ray Jai
    關鍵詞: 語藝視野;符號融合理論/幻想主題分析;網路群聚;語藝批評
    Symbolic Convergence Theory /Fantasy Theme Analysis;Rhetorical Vision;KUSO;Internet Cluster;Rhetorical Criticism
    日期: 2008
    上傳時間: 2015-05-10 14:55:31 (UTC+8)
    摘要:   本文為初探性研究,從認識論觀點出發,描繪出一個團體社群文化從無到有的過程,以符號融合理論/幻想主題分析為理論框架,輔以網路團體生產的文本符號進行分析,試圖探討KUSO網路團體群聚形成意義以及團體共享價值觀形成的可能性。研究對象以《巴哈姆特歡樂惡搞KUSO哈啦版》為例,蒐集觀察該網站社群的精華區文章,以及其他具代表性討論區文本,從中分析符號敘事策略被開啟、競爭、聚合的動態過程。    研究結果發現:從團體生產的散亂符碼中可以考掘出一種結構性關連,團體形構出「創意顛覆、博君一笑就是好KUSO」、「網路庶民的嘉年華狂歡舞台」兩種語藝視野,構成了《巴哈姆特歡樂惡搞KUSO哈啦版》成員的基本信仰精神與行動準則,有助於團體內部的群聚與感染傳播,意即團體認同感得到一種強化與複製效果。    然而主要研究限制有:語藝分析的侷限性,形構出來的群聚視野不見得能套用解釋其他KUSO社群的線上聚集情形與意義,其次,研究文本類型的差異可能造成的語藝效果不同,本研究以文字文本分析為主,較缺乏其他類型文本(如圖片、影音文本)分析,無法瞭解其他類型文本所形構出的視野與效應。最後,文本分析研究無法得知團體視野與網路閱聽人背景有何關連。    因此未來建議加入結合更多非文字類型文本分析、以及增加對社群網友的訪談、網路社群經營管理觀點,讓後續相關網路團體社群研究更加完善。
      This is a preliminary research from the perspective of epistemology, and it intends to portray the growing process for the culture of social group. By using a theoretical framework which combines Symbolic Convergence Theory / Fantasy Theme Analysis assisted with context symbol analysis produced by internet group, it attempted to investigate the meaning of internet group cluster formation from KUSO culture and the possible formation of group consensus. Using “Gamer.com Fun Video Game KUSO Edition” as research subject, this study collected exceptional articles from the social group section on its website and context from the other representative discussion area to analyze the developmental process of opening, competitive, and collective symbolic descriptive strategies.    The research findings showed that, a structural connection may be discovered from the scattered symbols produced by groups. Groups construct two types of rhetorical visions such as “Good KUSO means a creative overthrown for a laugh from audiences” and “A joyful paradise stage for internet citizens” to form the basic belief, spirits, and principle for action by members of “Gamer.com Fun Video Game KUSO Edition”. It is helpful for the internal group gathering and infectious communication, which means a strengthening and imitating effect for group cognition.    However, the main research limitations are as follows. Due to the limitation of rhetorical analysis, the group gathering vision that is constructed is not necessarily useful in explaining situation of online gathering and meaning for the other KUSO social groups. Next, the type of context that is studied may cause the difference of rhetorical results. Based on the analysis of written context, this study lacks the other type of context (such as pictures and video/audio context) for analysis; thus, the vision and effect constructed by the other type of context cannot be understood. Finally, the context analysis cannot conclude the correlation between group vision and the background of Internet viewers.    Therefore, it is suggested to incorporate more non-written context analysis, further in-depth interview on Internet visitors in social groups, and management perspective for internet social groups, so that follow-up studies for internet social groups may be improved.
    顯示於類別:[應用社會學系(社會工作與社會設計碩士班,教育社會學碩士班)] 博碩士論文-教育社會學碩士班

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