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    請使用永久網址來引用或連結此文件: https://ir.lib.ncu.edu.tw/handle/987654321/110461


    題名: 詮釋不正義與包容性敘事:重新思考電子遊戲中的 DEI 與知識論條件;Hermeneutical Injustice and Inclusive Storytelling: Rethinking DEI and the Epistemological Conditions of Video Games
    作者: 林敬軒;LIN, JING-XUAN
    貢獻者: 英美語文學系
    關鍵詞: 詮釋不正義;包容性敘事;認知上空洞的包容;多元、公平與共融(DEI);認知不公;Hermeneutical Injustice;Epistemic Injustice;Inclusive Storytelling;Epistemically Hollow Inclusion;Diversity, Equity, and Inclusion (DEI)
    日期: 2026-07-08
    上傳時間: 2026-10-20 15:41:49 (UTC+8)
    出版者: 國立中央大學
    摘要: 近年來,電玩遊戲產業積極推動「多元、平等與包容」( DEI)倡議,然而這類實踐往
    往僅停留在提升邊緣群體的表面能見度,未能實質改變敘事權力的分配。本研究以
    「認知不公」( epistemic injustice)為理論核心,借鏡 Miranda Fricker 的「詮釋不公」
    ( hermeneutical injustice)、 José Medina 的「詮釋責任」與「認知摩擦」,以及 Gaile
    Pohlhaus Jr. 對「蓄意無知」的批判,重新審視遊戲中的包容性問題。本論文指出,評
    估 DEI 實踐不應侷限於多元角色或議題的出場率,而須深究邊緣視角是否具備重塑遊
    戲世界觀、角色刻畫與玩家體驗的可能。
    為具體印證上述論點,本論文針對當代主流遊戲與玩家文化進行多重個案分析。首
    先,透過《鬥陣特攻》( Overwatch)、《凱薩琳》( Catherine)與《俠盜獵車手:聖安地
    列斯》( Grand Theft Auto: San Andreas)等案例,揭示當邊緣角色被納入遊戲框架,卻
    被剝奪敘事能動性、社會可理解性與認知可信度時,所謂的「再現」( representation)
    極易淪為受限、扭曲甚至去人性化的標籤。隨後,研究焦點轉向玩家社群,檢視其中
    的反彈聲浪與審查機制;同時透過《刺客教條:暗影者》、《永不孤單》( Never Alone)
    與《謂何》( Tell Me Why)等作品,探討包容性敘事在面臨敵意而遭到削弱之餘,如
    何亦能藉由共同創作、詮釋支架及制度性責任來強化其正面效益。
    總結而言,本研究提出「認知上空洞的包容」( epistemically hollow inclusion)此一核
    心概念,定位當前那些「僅提升多元能見度、卻未改變意義生產條件」的 DEI 表面包LIN iv
    容。真正的包容性敘事絕非單純的樣板再現,而是必須建立在認知敏感度、共享的詮
    釋資源以及敘事權威的重新分配之上。作為具備高度互動性的文化載體,電玩遊戲既
    潛藏著再製詮釋不正義的風險,同時也蘊含著促成認知轉化的強大契機。;This thesis examines how diversity, equity, and inclusion (DEI) in video games can
    remain epistemically hollow when marginalized identities become visible without gaining
    genuine interpretive authority. Drawing on theories of epistemic injustice, especially Miranda
    Fricker’s concept of hermeneutical injustice, José Medina’s accounts of hermeneutical
    responsibility and epistemic friction, and Gaile Pohlhaus Jr.’s critique of willful
    hermeneutical ignorance, this study argues that inclusion in games should not be evaluated
    only by the presence of diverse characters or themes. Rather, it should be evaluated by
    whether marginalized perspectives are allowed to reshape the interpretive frameworks
    through which game worlds, characters, and player experiences become meaningful.
    The thesis analyzes several case studies from contemporary and mainstream gaming
    culture. Chapter 1 examines Overwatch, Catherine, and Grand Theft Auto: San Andreas to
    show how representation can become contained, distorted, or dehumanizing when games
    include marginalized figures without granting them narrative agency, social intelligibility, or
    epistemic credibility. Chapter 2 turns to backlash, interpretive policing, and more promising
    models of just narrative participation. Through cases such as Assassin’s Creed: Shadows,
    Never Alone, and Tell Me Why, the thesis considers how inclusive storytelling can either beLIN ii
    undermined by hostile reception or strengthened through co-authorship, interpretive
    scaffolding, and institutional responsibility.
    Ultimately, this thesis proposes the concept of epistemically hollow inclusion to describe
    forms of DEI that add diversity without transforming the conditions of meaning-making. It
    argues that genuinely inclusive storytelling requires more than representation; it requires
    epistemic sensitivity, shared interpretive resources, and the redistribution of narrative
    authority. Video games, as interactive cultural forms, can therefore either reproduce
    hermeneutical injustice or become sites of epistemic transformation.
    顯示於類別:[英美語文研究所 ] 博碩士論文

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