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乙女遊戲在日本遊戲市場上一直並不屬於主流市場,但自1994年光榮特庫摩發售第一部乙女遊戲作品──安琪莉可,此後乙女遊戲便以雨後春筍般出現,並逐漸穩固並發展成具有一定規模的市場,而其中以IDEA FACTORY旗下的女性項遊戲品牌OTOMATE所發售的薄櫻鬼系列作為最知名的作品之一。 薄櫻鬼系列的題材背景為江戶幕府末期的新選組此一組織,幕末史一直都是二次創作的熱門題材之一,在女性向遊戲之前早已有各種漫畫、小說、電視劇及電影等多媒體平台的作品。透過各種不同媒體,展現出來的歷史風情與歷史人物印象也有所不同。 新選組是一個在幕末史上有如曇花一現般的非正式武士集團,其中以副手土方歲三為知名的代表人物之一,他個人與新選組所流傳下來的印象,經由一次到三次的創作來變化出不同的改編內容及形象。本研究旨在透過薄櫻鬼這款歷史戀愛作品,分析在以戀愛心動為主的乙女遊戲中,歷史人物的形象及行為是否會受到改編,另外透過東浩紀的資料庫消費理論模型,找出乙女遊戲中土方歲三的個人魅力及元素為何,討論一次到三次的創作會為了符合媒體特性及客群而改變甚至重新塑造歷史人物的形象及人格特質。

Otome games aren’t a mainstream genre in the Japanese games market. Ever since Koei Tecmo released the first otome game, namely the “Angelique” series in 1994, the genre has developed its own customers. One of the most notable works in this genre is the “Hakuouki” series, developed by Japanese video games company OTOMATE under the franchise IDEA FACTORY. The “Hakuouki” series is based on the Shinsengumi at the end of the Edo Bakufu era (also known as the Bakumatsu era). History of the Bakumatsu era has always been one of the popular themes for Japanese re-creation circle. Numerous comics, novels, TV series and movies had set its background in the era before Otome games took its appearance. Different historical situations and impressions of the historical figures were displayed varied among the media. Shinsengumi is a short-lived, unofficial samurai group in the Bakumatsu era. Toshizo Hijikata, the vice president of the group, was one of the well-known figures in the era. This study aims to analyse how the images and behaviors of historical figures were adapted in the well-known Otome game, the “Hakuouki” series that focuses on romance factors. In addition, I analyse Toshizo Hijikata’s charisma and elements used in the game with Hiroki Azuma’s database consumption theory model in Otaku Culture. Lastly, I will discuss how creation from first to third times change or reshape the images or personality of historical figures in order to fulfil the expectation of media and customers.