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course information of 109 - 2 | 1960 Gamification and Social Innovation(遊戲與社會:中區大作戰)

1960 - 遊戲與社會:中區大作戰 Gamification and Social Innovation


教育目標 Course Target

遊戲是什麼?遊戲與社會有什麼關聯?遊戲可以改變世界嗎? 一般以為,遊戲只是孩童用來打發時間的東西,成人如果玩了太多遊戲,就會被視為不夠成熟、遠離現實、逃避責任、不事生產等等。或是認為,儘管遊戲可以釋放壓力、帶來歡笑、聯絡感情,但是畢竟不夠正經、與知識無關、甚至會落入資本主義的商業消費邏輯。因此,玩玩就好,切勿沉迷。對於社會科學來說,倘若知識得以透過實踐介入社會,構思Erik Olin Wright所謂的「真實烏托邦」,也就是更好的社會,那麼除了審議民主、參與式預算、團結經濟、藝術介入社會等等,是否存在著其他的可能性,能夠在社區營造與地方創生的宏大課題之下,形構創新實踐的另類想像? 本課程嘗試另一種不同的思考與實作,也就是「遊戲」。遊戲並非外於日常生活,它正是構成人類文明與社會關係的核心要素。一如文化史家Johan Huizinga所主張,「處於最初階段的文明乃是被遊戲出來的。它不是像嬰兒從子宮脫離出來那樣從遊戲中產生出來的,而是在遊戲中並做為遊戲產生出來且永遠也不脫離遊戲的。」因此,舉凡語言、體育、法律、戰爭、知識、詩歌、神話、哲學、藝術等等,都是遊戲在人類文明與文化中的具體展現。更進一步來說,遊戲乃是「一種完全有意置身於『日常』生活之外的、『非嚴肅的』但同時又強烈吸引遊戲者的自由活動。它是一種不與任何物質利益相聯繫的活動,從它那裡無利可圖。它按照固定的規則並以某種有序的方式活動在它自己的時空範圍內。它促進社會團體的形成,這些團體喜歡用詭祕的氣氛包裹自己,同時傾向於以喬裝或其他方式強調他們與普通世界的不同。」這意謂著在遊戲之中,遊戲者可以感受到不同於日常生活經濟行為邏輯之外的世界觀,能夠在遊戲過程中發揮自身的感性創造力,甚至能夠在遊戲過程中與他人建立社會連結。 職是之故,本課程希望充分探討與試驗「遊戲」做為社會創新實踐的可能性,並且在課程中充分結合遊戲元素,寓教於樂,玩轉社會。課程名稱「中區大作戰」,一方面點出本課程的實作場域為臺中市中區,另一方面點出本課程不只是玩遊戲,更要親手做遊戲,透過遊戲進行社區實踐,與所有課程參與者一同思考舊城活化的可能。 What is the game? What is the connection between games and society? Can games change the world? It is generally believed that games are only used by children to kill time. If adults play too many games, they will be regarded as immature, far away from reality, evading responsibilities, unproductive, etc. Or they think that although games can release stress, bring laughter, and connect emotions, after all, they are not serious enough, have nothing to do with knowledge, and may even fall into the logic of capitalist commercial consumption. So, just have fun and don’t get addicted. For social sciences, if knowledge can intervene in society through practice and conceive of what Erik Olin Wright calls a "real utopia", that is, a better society, then in addition to deliberative democracy, participatory budgeting, solidarity economy, art intervention in society, etc., Are there other possibilities that can form alternative imaginations of innovative practice under the grand issues of community building and place creation? This course attempts a different kind of thinking and implementation, which is "game". Games are not external to daily life; they are the core elements that constitute human civilization and social relations. As the cultural historian Johan Huizinga has argued, “Civilization in its first stages was played. It did not emerge from play, like a baby emerging from the womb, but it emerged in and as play. It is never separated from games. "Therefore, everything from language, sports, law, war, knowledge, poetry, mythology, philosophy, art, etc., are all specific manifestations of games in human civilization and culture. Furthermore, a game is "a free activity that is completely intentionally outside of "daily" life, "non-serious" but at the same time strongly attracts players. It is an activity that is not connected with any material benefits. , there is no profit from it. It acts according to fixed rules and in a certain orderly manner within its own time and space. It promotes the formation of social groups. "These groups like to wrap themselves in a mysterious atmosphere, and at the same time tend to emphasize their differences from the ordinary world through disguise or other means." This means that in the game, players can feel the logic of economic behavior that is different from that of daily life. With an external world view, you can exert your own perceptual creativity during the game, and even establish social connections with others during the game. For this reason, this course hopes to fully explore and test the possibility of "games" as a social innovation practice, and fully integrate game elements into the course to educate and entertain, and play with society. The name of the course, "Central District Battle," on the one hand points out that the practical setting of this course is the Central District of Taichung City. On the other hand, it points out that this course is not just about playing games, but also about making games yourself and conducting community practice through games. Think about the possibilities of revitalizing old cities with all course participants.


參考書目 Reference Books

本課程無指定教科書,閱讀與參考資料皆提供於教學平台。針對本課程主題,仍推薦值得閱讀的相關書籍:

1. 愛社享生活文化有限公司,《臺中舊城生活博物館漫畫小書》。【指定閱讀】
. 第一冊,1938年「宮原武熊的一天」
. 第二冊,1947年「和平日報:二七部隊」
. 第三冊,1903年「臺中公園的前世今生」
. 第四冊,1964年「綠川點點滴滴的日子」
. 第五冊,1991年「東協廣場」

2. 相關案例報導
. 李晏佐(2020)。〈遊戲玩起來!――「中區大作戰」的作戰報告書〉【上、中、下】。HISP 人文創新與社會實踐電子報,第76、77、78期(2020年3、4、5月)。(https://www.hisp.ntu.edu.tw/report_paper?id=326)
. 林裔心(2020)。〈二市力桌遊:太現實!開店真的沒那麼容易的「二市場風雲」〉。HISP 人文創新與社會實踐電子報,第83期(2020年10月)。(https://www.hisp.ntu.edu.tw/news/epapers/96/articles/357)
. 洪琪毓(2020)。〈遊戲帶入社區據點:「友豪人生」體驗街友日常〉。HISP 人文創新與社會實踐電子報,第83期(2020年10月)。(https://www.hisp.ntu.edu.tw/news/epapers/96/articles/356)

There is no designated textbook for this course, and readings and reference materials are provided on the teaching platform. Regarding the topic of this course, relevant books worth reading are still recommended:

1. Aishe Lifestyle Culture Co., Ltd., "Taichung Old Town Living Museum Comic Book". 【Designated Reading】
. Volume 1, 1938 "One Day in the Life of Takekuma Miyahara"
. Volume 2, 1947 "Peace Daily: Unit 27"
. Volume Three, 1903 "The Past and Present Life of Taichung Park"
. Volume 4, 1964 "Little by Little Days in Green River"
. Volume 5, 1991 "ASEAN Plaza"

2. Related case reports
. Li Yanzuo (2020). 〈Let’s play the game! ――The battle report of the "Central District Battle"> [Top, Middle, and Bottom]. HISP Humanities Innovation and Social Practice E-Newsletter, Issues 76, 77, and 78 (March, April, and May 2020). (https://www.hisp.ntu.edu.tw/report_paper?id=326)
. Lin Yixin (2020). 〈Second City Board Game: Too Realistic! Opening a store is really not that easy. "Second Market Storm". HISP Humanities Innovation and Social Practice E-Newsletter, Issue 83 (October 2020). (https://www.hisp.ntu.edu.tw/news/epapers/96/articles/357)
. Hong Qiyu (2020). 〈The game is brought into the community base: "Youhao Life" to experience the daily life of street residents〉. HISP Humanities Innovation and Social Practice E-Newsletter, Issue 83 (October 2020). (https://www.hisp.ntu.edu.tw/news/epapers/96/articles/356)


評分方式 Grading

評分項目 Grading Method 配分比例 Grading percentage 說明 Description
課堂出席與課堂表現課堂出席與課堂表現
Class Attendance and Class Performance
20 依課程出席與課堂表現予以評量。
課程心得課程心得
Course experience
40 共繳交四份,每人每份至少1000字,不接受遲交。
遊戲設計與製作遊戲設計與製作
Game design and production
40 依據社區場域踏查之素材,以組別為單位,製作具有社區場域之社會文化意涵,並且反映特定社會議題之遊戲。學期末將由各組彼此體驗遊戲,並繳交遊戲設計原型書。

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相似課程 Related Course

必修-3207 Gamification and Social Innovation / 社會:遊戲與社會:中區大作戰 (共必修2-4,授課教師:李晏佐,四/6,7,8[SS322])

Course Information

Description

學分 Credit:0-3
上課時間 Course Time:Thursday/6,7,8[SS322]
授課教師 Teacher:李晏佐
修課班級 Class:社會系2-4
選課備註 Memo:推廣部隨班附讀請獲得老師同意。通識中心3207課程雙掛雙掛通識,通識20人。
授課大綱 Course Plan: Open

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