第六章 結論
第二節 研究限制與建議
此外,筆者必須再三地強調,雖然筆者使用創意四種「階層」的分析方式來構 築本研究的核心論述,但這並非將迷創意區分高下與位階,不是對迷實踐類型的道 德二元論證─並非玩蒐藏、將樂高視為模型與創作複製媒體流行文化論述的 MOCs,
就是「不好」的、「沒創意」的迷實踐;創作非典型 MOCs 才是「好的」、「有創意」
的迷實踐。筆者是希望透過成年迷所展現的能動性與反身性思考,重新省思何謂
「文化創意」?亦即讓今日臺灣有關文化創意相關的討論,回歸到創意概念的源頭
─草根性與反叛性的原初精神,而不是淪為設計加值─把事物裝飾得華麗比較好 賣錢,如此而已。儘管在本研究所選定的玩家社群當中,此種另類文化創意的草根 性與反叛性仍是少數聲音,不過這已經足夠提供文化創意的另一種想像空間與新 意涵。
第二節 研究限制與建議
幾場關鍵的訪談未能成行,是筆者心中最大的遺憾。臺灣玩家之光的夜貓,遠 赴丹麥比隆成為樂高設計師,是能回答本研究許多未竟之疑問的關鍵資訊提供者。
但礙於樂高公司的保密協定,夜貓沒辦法接受本研究訪談;主管亞太區迷社群互動 的樂高經理 Jan Beyer,由於筆者赴歐進行田調的時候正在放假而與他擦肩而過,
均甚為可惜,不過筆者還是非常感謝他們的熱心協助引薦與後續關心。
樂高文化地景與樂高迷展演是一塊還有許多空地等待耕耘的研究領域,它牽 涉的學術研究範疇相當廣泛。本研究礙於篇幅與研究精力的限制,筆者已經捨去許 多蒐集到的一手資料,以及心中許多未解待答的疑問。其中樂高與展覽文化的關係,
在本研究當中沒有足夠深刻與經闢的討論與分析,尤其是《樂高世界文化遺產 Piece of Peace 展》這件展覽。世界文化遺產旨在提倡文化保存是全人類的共業,是世界 和平的基礎。這項遊戲規則已經運行多年,然而筆者想要挑戰的是,世界文化遺產 究竟是讓文化保存工作跨步向前,還是一再複製與傳散文化霸權論述?尤其樂高 展覽的視覺展示特性,是否使得此文化霸權論述的複製與傳散變得更容易與更全
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面?尤其在觀展民眾當中,有很大的比例是對世界文化遺產的保存宗旨尚不甚理 解的小朋友。這或許會是一個相當有趣且有意義的研究主題。
雖然當初樂高為了紓解財政困難,將樂高樂園事業出售,不過在現今愈來愈多 的樂高樂園相繼開幕或準備開幕之榮景看來,這顯然是一塊非常賺錢的領域。有別 於一般遊樂園,樂高樂園是結合鉅大 MOCs 展示;以及高度主題化的遊樂園文本。
其中,樂高樂園與迪士尼或其他遊樂園的樂園文本論述建構,有怎樣的相似性與差 異性;藉由遊樂園的方式,樂高是否更全面地(在玩具的形態以外)形塑兒童對世 界的認知?這些或許會是有趣的討論切入點。
我們回到本研究的主角─樂高迷與社群的創意之上,倘若樂高迷的 MOCs 創 作展覽繼續盛行;第三方開發的人偶與零件不斷推陳出新;玩家自己做 MOCs 自 己賣的方式繼續流行,樂高公司面對這些樂高延伸文本可能帶來的挑戰與市場侵 蝕,該如何應對?對於迷與社群的態度與關係經營是否會改變?迷創意在消費生 產迴圈當中所扮演的角色又會如何變化?在本研究當中,筆者試著要討論樂高迷 與樂高公司之間的共同生產建構,然而礙於研究資料的取得困難,樂高公司願意透 露的資訊非常有限,對於 Prosumption 的論述建構仍十分薄弱,或許後進研究可以 朝此方向有更多的著墨。
儘管樂高這個研究主題,在不同的學術領域與不同的研究取徑當中,已有相當 豐富的討論,然而筆者希望藉由前述的這些疑問,可以提供後進研究一些想法,繼 續以文化研究與社會學底蘊的思考方式,來討論這個迷人的、色彩繽紛的小積木磚。
並且期待臺灣當局對文化創意的重視,不要只看見設計加值的表象,而更能夠多花 心思瞭解文化創意的反叛性本質與反身性思考的重要性。
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