# 跟著一台投石器走過大崎村落的巷子

- URL: https://justfly.idv.tw/%e8%b7%9f%e8%91%97%e4%b8%80%e5%8f%b0%e6%8a%95%e7%9f%b3%e5%99%a8%e8%b5%b0%e9%81%8e%e5%a4%a7%e5%b4%8e%e6%9d%91%e8%90%bd%e7%9a%84%e5%b7%b7%e5%ad%90/
- 日期: 2026-11-04
- 分類: 文化觀察
- 標籤: 地方創生, 大崎村落, 遊戲設計, 青聚點

![跟著一台投石器走過大崎村落的巷子]
一張新聞配圖：幾位學童蹲在村落巷弄裡，手上是自己做的「投石器」。照片說明只有一行，來自教育部提供的圖：[大崎村落創藝基地團隊帶領學童於村落巷弄體驗自製遊具](https://news.ltn.com.tw/news/life/breakingnews/5626385)。得獎消息很快會被別的新聞蓋過去，這件投石器值得多看幾眼。

##### 一件遊具，要一條巷子才玩得開

投石器這種東西，在客廳裡只能是模型。要玩，得有一段能拋的距離、一個可以瞄的目標、一面能擋住亂飛東西的牆。巷弄剛好什麼都有。這是小型遊戲團隊做企劃時最常撞見的事：好規則會自己去找場地，找不到就變成放在櫃子裡的盒子。

桌遊教室裡的孩子，拿到新遊戲第一件事是抱怨桌子太小。大崎村落的做法反過來，桌子本來就是整條巷。[青年署公告](https://www.yda.gov.tw/docDetail.aspx?docid=69738&pid=53&uid=30320)的說法是「村落遊戲島」，以輕量的空間介入與遊戲體驗設計，讓農村閒置的老屋、庭院與巷弄成為遊戲、學習與體驗的場所。「輕量」兩個字下得準。沒有拆、沒有大興土木，空著的院子加上一套玩法，用途就換了。

##### 身體先到，認知才跟上

跟著這件遊具走：在庭院組裝，蹲低、對準，放手；石頭飛出去，孩子追著跑，穿過巷口，繞過轉角，才發現老屋的門檻有多高、牆有多厚、院子有多深。這些尺寸，導覽牌寫一百遍也沒有一次追球來得清楚。

遊戲最擅長的就是這個：讓身體替腦袋量空間。孩子不會直接說「這是農村文化」，多半是用自己的話記住某個院子很大、下次想換個位置射。空間因此多了一個名字，叫「那個院子」，而不是「某戶閒置的老屋」。

##### 分散的據點，是遊戲地圖的好材料

公告提到，團隊串聯村落中分散的空間據點，建構兼具教育體驗與永續經營的農村服務系統。「分散」在導覽設計裡常被當缺點，在遊戲設計裡剛好相反。據點之間隔著巷子，巷子就是關卡之間的路，每一段路都有可以發生的事。集中在一處的景點，走完十分鐘就沒了；散開的地方，要走。

得獎本身只是背景。這次2026年[日本GOOD DESIGN AWARD](https://en.wikipedia.org/wiki/Good_Design_Award_(Japan))共有3組青聚點團隊獲獎，另外兩組做的是樹木循環與青年服務，是不同團隊、不同題目，成果不能混著算。大崎村落這一組能確認的，只有概念、公告的描述，以及那張學童玩投石器的照片。

##### 還缺的幾塊拼圖

具名的設計者怎麼做出這件投石器，用什麼材料，改過幾版，目前公開資料沒有交代。哪些時段開放一般人體驗，也查不到。孩子的影像若要在別處使用，需要另行取得同意。這些空格，比誇一句「老屋重生」有用，因為遊具的好壞要在細節裡看：高度、重量、彈性、會不會夾手。

青年署表示，12月5日至6日將在松山文創園區舉辦成果展，預計集結全臺的青聚點。若現場有人帶來一件實物，能讓人動手拉一拉、放一次，會比任何看板更有說服力。

— 張誠書

### Following a Homemade Catapult Through Daci Village

One photo from the news coverage: schoolchildren crouched in a village lane, holding a catapult they built themselves. The caption is a single line, supplied by the Ministry of Education, noting that the team from 大崎村落創藝基地 [led students to try self-made play equipment in the village lanes](https://news.ltn.com.tw/news/life/breakingnews/5626385). The award news will be buried by other headlines soon. The catapult deserves a longer look.

##### A toy that needs a whole lane

Indoors, a catapult is a model. To actually play, it needs distance to throw, a target to aim at, a wall that stops stray stones. A village lane has all three. Small game teams planning a project meet this often: a good rule set goes looking for a venue, and without one it becomes a box on a shelf.

Kids in a board-game classroom open a new game and complain the table is too small. At 大崎村落, the table is the lane itself. The [Youth Development Administration announcement](https://www.yda.gov.tw/docDetail.aspx?docid=69738&pid=53&uid=30320) calls the idea 「村落遊戲島」, a “village play island”: light spatial intervention plus play-experience design, turning idle farmhouses, courtyards and lanes into places for play, learning and experience. “Light” is the right word. Nothing is demolished. An empty courtyard gets a set of rules, and its use changes.

##### The body arrives first

Follow the object. Assemble it in a courtyard, crouch, aim, release. The stone flies, a child chases it through a lane mouth and around a corner, and only then registers how high the old threshold is, how thick the wall, how deep the yard. A signboard can say all that a hundred times and still lose to one chase.

Play is good at exactly this: letting the body measure space for the head. A child will not simply say “this is rural culture.” Children tend to remember in their own words that a yard was big and that they would try shooting from a different spot next time. The space gains a name, “that yard,” instead of “a vacant old house.”

##### Scattered sites make a decent game map

The announcement says the team links dispersed spaces across the village into a rural service system combining educational experience with long-term sustainability. In tour design, “scattered” counts as a flaw. In game design it is the opposite. Lanes between sites are the paths between levels, and each stretch can hold something. An attraction packed into one spot is finished in ten minutes. A spread-out place demands walking.

The award itself is background. Three 青聚點 teams won the 2026 [Good Design Award](https://en.wikipedia.org/wiki/Good_Design_Award_(Japan)) in Japan; the other two work on tree recycling and youth service. They are different teams with different subjects, and their results should not be pooled. What can be confirmed for 大崎村落 is the concept, the announcement’s description, and the photo of children with a catapult.

##### The missing pieces

How a named designer built the catapult, with what materials, over how many revisions, is not in the public record. Which hours are open to ordinary visitors cannot be found either. Any use of the children’s images elsewhere would need separate consent. Those blanks matter more than another line about “old houses reborn,” because a play object is judged on details: height, weight, spring, whether it pinches fingers.

The Youth Development Administration says an exhibition is planned for December 5 to 6 at Songshan Cultural and Creative Park. If someone brings a real object there, one that visitors can pull back and release, it will persuade better than any wall panel.

— 張誠書
