漫畫迷閱讀特質之研究

dc.contributor 吳美美 zh_TW
dc.contributor.author 吳思慧 zh_TW
dc.date.accessioned 2019-08-28T08:08:32Z
dc.date.available 2010-8-25
dc.date.available 2019-08-28T08:08:32Z
dc.date.issued 2008
dc.description.abstract 國內關於漫畫迷相關研究仍屬少數,在休閒活動方面的資訊行為研究,在圖書資訊學的領域也尚在起步階段,本研究旨探究漫畫迷開始接觸漫畫的動機、投入漫畫領域的原因、閱讀漫畫的感受,以及了解漫畫迷尋找資訊的行為特徵,歸納漫畫迷漫畫休閒活動中所需之資訊、資訊尋求管道,以及資訊尋求的特徵,希冀對休閒方面的資訊行為的研究能有所建樹,使圖書資訊學領域更加重視休閒活動的資訊行為研究,並藉由本研究歸納之漫畫迷的開始與投入的特質、閱讀歷程感受及資訊行為的特色,能提供相關資訊服務提供者,漫畫相關資訊服務內容之建議。 本研究採用質性研究方法,以半結構式深度訪談進行資料蒐集,共訪談十三位漫畫迷,透過訪談收集到的錄音資料採取逐字轉譯的方式轉化為文本逐字稿,利用ATLAS.ti質性分析軟體將訪談對象以匿名的方式編碼處理,再進一步對文本資料進行資料的分析與詮釋。研究結果發現:(一)受外在及內因素的影響而開始接觸漫畫;(二)漫畫迷的投入是因持續的閱讀需求、深受漫畫魅力吸引,並從活動中獲得心裡和社會性報酬;(三)漫畫迷在閱讀前階段能選擇閱讀目標、掌握故事脈絡,追求更高的閱讀層次;(四)漫畫迷在閱讀經驗階段能體會到全神貫注、忘卻自我,意識能與閱讀活動融合的心流感受;(五)漫畫迷在閱讀結果階段能產生共鳴、樂趣及時間感喪失的內在經驗;(六)漫畫迷在漫畫休閒中有獲取、評估、解讀、比較、分享與展現的資訊活動類型;(七)漫畫迷在不同處境中關注的資訊會隨之變化;(八)漫畫迷資訊管道多元,以利用網際網路與人際網絡為多;(九)漫畫迷會透過多種資訊行動與資源進行互動。 根據研究結果,本研究分別對資訊服務提供者及未來可研究之方向提出建議,在資訊服務提供者方面,可架設主題網站,組成漫畫虛擬社群,可針對漫畫迷關切的需求與資訊,提供相關的資訊與服務;在未來研究方向分別從研究對象、研究方法及可研究議題提出建議,研究對象未來可針對不同動漫畫族群進行研究;結合多元之研究方法收集研究資料;可研究議題包括持續休閒資訊行為研究主題之發展、針對漫畫虛擬社群的分享行為、讀者與漫畫文本間的互動過程進行探究。 zh_TW
dc.description.abstract Domestic studies on comic fans are rare, and the research of the information behaviors in the aspect of leisure activities is still at the beginning stage in the domain of library and information science. Therefore, the purpose of this study is to explore the motivation for comic fans to be exposed to comic books, causes of their obsession, feelings of reading comic books, and characteristics of their information seeking behaviors. The information needed by comic fans in their leisure activities, information seeking channels, and characteristics of their information behaviors were induced to make some contribution to the research of information behaviors in the leisure aspect and increase the importance of such information behaviors in the domain of library and information science. Besides, the attributes of comic fans’ motivation and obsession, their feelings in the reading process, and characteristics of their information behaviors concluded in this study could be a reference for information service providers and comic content providers. Qualitative research approach is adopted in this study, and semi-structured in-depth interviewes are conducted to collect research data. A total of 13 comic fans have been interviewed. The recorded audio files are transcribed. ATLAS.ti qualitative analysis software was applied to code the subjects in anonymity and further analyze and interpret the text data. The research findings include: (1) Both the external and internal factors were influential to comic fans’ exposure to comic books; (2) Comic fans’ persistent obsession with comic books was attributed to their persistent demand for reading, attraction of comic books, and constant returns from this reading activity; (3) In the pre-reading stage, comic fans could select a reading goal, get hold of the storyline, and pursue a higher reading level; (4) In the reading experience stage, comic fans could experience the fully concentrated and egoless state, and their mind could be immersed into the reading activity; (5) In the result stage, comic fans experience of resonance, pleasure, and loss of time; (6) In comic reading, the information activities of comic fans included acquisition, evaluation, interpretation, comparison, sharing, and presentation; (7) Many information seeking channels were available for comic fans, and the Internet and interpersonal networks were their favorable channels; (9) Comic fans would interact with each other through numerous kinds of information actions and resources. Based on the research results, suggestions are proposed for information service providers and future researchers, respectively. For information service providers, it suggests that they could set up theme websites to form a virtual community of comic fans and further provide information and services based on the needs and information concerned. For future, suggestions are provided in three aspects, including research subjects, methods, and issues. Future researchers could select various comic fan groups and apply multiple methods to collect research data. The issues to be investigated could cover development of persistent leisure information behaviors, sharing behaviors in the virtual community of comic fans, and interactions between readers and comic texts. en_US
dc.description.sponsorship 圖書資訊學研究所 zh_TW
dc.identifier GN0693150151
dc.identifier.uri http://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22GN0693150151%22.&%22.id.&
dc.identifier.uri http://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/89211
dc.language 中文
dc.subject 漫畫迷 zh_TW
dc.subject 閱讀特質 zh_TW
dc.subject 資訊行為 zh_TW
dc.subject 深度休閒 zh_TW
dc.subject 心流經驗 zh_TW
dc.subject comic fan en_US
dc.subject reading characteristic en_US
dc.subject information behavior en_US
dc.subject serious leisure en_US
dc.subject flow experience en_US
dc.title 漫畫迷閱讀特質之研究 zh_TW
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