Over the past few years Japan's second element of cultural industries, which is often used to talk about the ACG industry (animations, comics, games, etc.), animations deduction enduring even still continued growth and expansion of outside comics, growing the gaming industry and its contrast is not so substantial growth, even the only remaining only that several manufacturers. In the game industry, adult-oriented game does not seem to be affected by the slump in the gaming industry, which "girl games", also commonly known as H-game or Galgame from the first product to come out now spans more than thirty years still flourishing development, there have been the emergence of new companies, the emergence of new content constantly. In addition to some good old game, a lot of companies are trying to do is think up new, creative breakthrough and so on. And to re-examine and modify the current classification game format to solve the above comments trouble is the purpose of this study.
Sold over the past few years, numerous Galgame market, there is an implicit classification, and this classification as the game has continually push layer occurs, each game makers are trying to create something new works for themselves. Such a situation of players for the game, to quickly identify their favorite game type is not an easy thing,
The results of this study are summarized as follows:
1. Galgame to comment on the game should be based on the four facets of content elements.
2. Galgame formal structure should be based on the story and setting the stage background can be divided into six major types.
3. From the results of interviews of players, depending on the seniority of the game will have a valued part of the difference.
中文提要 ............................................................................ i
英文摘要 ............................................................................ ii
目錄 ............................................................................ iii
圖目錄 ............................................................................ iv
表目錄 ............................................................................ v
一、 緒論 ..................................................................................1
第一節 研究背景 ................................................................................. 1
第二節 研究動機 ................................................................................. 3
第三節 研究目的 ................................................................................. 4
第四節 研究流程 ................................................................................. 5
二、 文獻探討 ..................................................................................6
第一節 關於Galgame ..................................................................................6
第二節 過去的分類模式以及線上的評論方式...........................................7
三、 研究方法 .................................................................................8
四、 研究與資料分析結果 .................................................................................11
第一節 遊戲要素分析 .................................................................................11
第二節 舞台背景以及劇情結構....................................................................19
第三節 完成分類 .................................................................................23
第四節 分析每個類型的遊戲內容................................................................24
五、 結論與建議 .................................................................................35
第一節 研究結論 .................................................................................35
第二節 研究建議 .................................................................................38
參考文獻 ...............................................................................................................41
附錄一 參考資料目錄 ............................................................................................... 42
附錄二 Leshade Entis (2004)《萌え論》......................................................................51
中文部份
1. 范仁志,「消費女體的色情作品--日本的美少女漫畫、動畫與遊戲界概說」,影響雜誌,第84期,第23-27版,1997年5月。
2. 吳蕙君,「日本戀愛遊戲女性角色設計之髮型研究」,南台科技大學,多媒體與電腦娛樂科學研究所碩士論文,2007年。
3. 翁毓莛,「電腦單機遊戲中的女性角色形象研究」,國立台灣師範大學設計研究所碩士論文,2009年。
4. 陳瀅琪,「日本乙女向戀愛遊戲之角色造型分析」,臺北市立教育大學,視覺藝術學系視覺藝術教學碩士學位論文,2012年。
5. (美)羅伯特.麥基(Robert Mckee)著,故事的解剖 , 黃政淵、戴洛棻、蕭少嵫譯,漫遊者文化,台北市,2012年。
日文部份
1. Leshade Entis, "Moe theory",2004年4月。取自:http://www.entis.jp/
網頁部份
1. Emily Short、Nick Fortugno,''遊戲系統與角色人格",IndieCade ,2013。
取自:https://igdshare.org/content/indiecade-2013-interiority
2. MIGO,「二十世紀美少女遊戲回顧---九○年代戀愛模擬遊戲」,遊戲世界,第199期,180-198頁,智冠科技股份有限公司,台北市,2001年2月。