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Title: | The Return of the "Real": The Social-Cultural Implication of Ingress 「真實」的復歸:擴增實境遊戲Ingress社會文化意義之分析 |
Authors: | 黃厚銘 Huang, Hou-ming |
Contributors: | 社會系 |
Keywords: | 時間;空間;身分認同;地域性層級組織;研究方法 Time; Space; Identity; Regional Hierarchical Organization; Research Method |
Date: | 2017-06 |
Issue Date: | 2018-05-16 16:01:24 (UTC+8) |
Abstract: | Ingress 是原屬 Google 的 Niantic Labs 於 2013 年公開推出的擴增實境 (Augmented Reality,AR)遊戲。不同於既有虛擬實境(Virtual Reality,VR) 線上遊戲,Ingress 的遊戲設計使玩家一方面必須行走於真實世界中,另一方面 卻得經由手機上的 APP,才能看到架構在真實世界之上的虛擬實境。基於作者數 年來的參與觀察,本研究企圖凸顯擴增實境遊戲相較於虛擬實境線上遊戲,在社 會文化意義上的特色。 本研究以「真實」的復歸為題,依序從最顯而易見的空間的復歸開始,延伸 至時間的復歸、身體的復歸、身分的復歸與地域性層級組織的復歸等方面來呈現 擴增實境遊戲的特性。甚至以研究者個人所參與策劃的一個結合 Ingress 的社會 運動,以及這段期間醞釀設計經驗研究時的挑戰為例,來說明擴增實境遊戲、尤 其是 Ingress 對社會運動與經驗研究的影響,以期呈現擴增實境遊戲有別於既有 虛擬實境線上遊戲的特色。 Ingress, an augmented reality (AR) game, was developed by Google’s Niantic Laboratory in 2012. Our detailed literature review shows, though, that to date very few scholars have paid attention to the cultural and social significance of this game. Combining GPS technology in mobile phones and Google Maps with a virtual reality (VR) game and the real world, Ingress requires players to walk in the real world in order to occupy various virtual portals in the game world. This is the reason why the experience of playing Ingress is entirely different from that of playing all previous VR online games. This paper argues that the social and cultural significance of AR games is the return of the “real”. The influence of AR technology, taking Ingress as the exemplar, is explored in this paper from the following aspects: the return of space, the return of time, the return of the body, the return of identity, and the return of regional, hierarchical organizations. In all these aspects, we also try to clarify that the “real” that is returned to in Ingress is not the real as it exists without AR technology, which is why the word real is used with quotation marks. |
Relation: | 考古人類學刊, No.86, pp.43-68 |
Data Type: | article |
DOI: | http://dx.doi.org/10.6152/jaa.2017.6.0003 |
DCField |
Value |
Language |
dc.contributor (Contributor) | 社會系 | zh_TW |
dc.creator (Authors) | 黃厚銘 | zh_TW |
dc.creator (Authors) | Huang, Hou-ming | en_US |
dc.date (Date) | 2017-06 | |
dc.date.accessioned | 2018-05-16 16:01:24 (UTC+8) | - |
dc.date.available | 2018-05-16 16:01:24 (UTC+8) | - |
dc.date.issued (Issue Date) | 2018-05-16 16:01:24 (UTC+8) | - |
dc.identifier.uri (URI) | http://nccur.lib.nccu.edu.tw/handle/140.119/117180 | - |
dc.description.abstract (Abstract) | Ingress 是原屬 Google 的 Niantic Labs 於 2013 年公開推出的擴增實境 (Augmented Reality,AR)遊戲。不同於既有虛擬實境(Virtual Reality,VR) 線上遊戲,Ingress 的遊戲設計使玩家一方面必須行走於真實世界中,另一方面 卻得經由手機上的 APP,才能看到架構在真實世界之上的虛擬實境。基於作者數 年來的參與觀察,本研究企圖凸顯擴增實境遊戲相較於虛擬實境線上遊戲,在社 會文化意義上的特色。 本研究以「真實」的復歸為題,依序從最顯而易見的空間的復歸開始,延伸 至時間的復歸、身體的復歸、身分的復歸與地域性層級組織的復歸等方面來呈現 擴增實境遊戲的特性。甚至以研究者個人所參與策劃的一個結合 Ingress 的社會 運動,以及這段期間醞釀設計經驗研究時的挑戰為例,來說明擴增實境遊戲、尤 其是 Ingress 對社會運動與經驗研究的影響,以期呈現擴增實境遊戲有別於既有 虛擬實境線上遊戲的特色。 | zh_TW |
dc.description.abstract (Abstract) | Ingress, an augmented reality (AR) game, was developed by Google’s Niantic Laboratory in 2012. Our detailed literature review shows, though, that to date very few scholars have paid attention to the cultural and social significance of this game. Combining GPS technology in mobile phones and Google Maps with a virtual reality (VR) game and the real world, Ingress requires players to walk in the real world in order to occupy various virtual portals in the game world. This is the reason why the experience of playing Ingress is entirely different from that of playing all previous VR online games. This paper argues that the social and cultural significance of AR games is the return of the “real”. The influence of AR technology, taking Ingress as the exemplar, is explored in this paper from the following aspects: the return of space, the return of time, the return of the body, the return of identity, and the return of regional, hierarchical organizations. In all these aspects, we also try to clarify that the “real” that is returned to in Ingress is not the real as it exists without AR technology, which is why the word real is used with quotation marks. | en_US |
dc.format.extent | 1510652 bytes | - |
dc.format.mimetype | application/pdf | - |
dc.relation (Relation) | 考古人類學刊, No.86, pp.43-68 | zh_TW |
dc.subject (Keywords) | 時間;空間;身分認同;地域性層級組織;研究方法 | zh_TW |
dc.subject (Keywords) | Time; Space; Identity; Regional Hierarchical Organization; Research Method | en_US |
dc.title (Title) | The Return of the "Real": The Social-Cultural Implication of Ingress | en_US |
dc.title (Title) | 「真實」的復歸:擴增實境遊戲Ingress社會文化意義之分析 | zh_TW |
dc.type (Data Type) | article | |
dc.identifier.doi (DOI) | 10.6152/jaa.2017.6.0003 | |
dc.doi.uri | http://dx.doi.org/10.6152/jaa.2017.6.0003 | |