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Self-identification,Capital,Power: Study On The Emotion Of Adolescents In Online Games

Posted on:2016-06-29Degree:DoctorType:Dissertation
Country:ChinaCandidate:J XuFull Text:PDF
GTID:1227330470464319Subject:Journalism and Communication
Abstract/Summary:PDF Full Text Request
The popularity of online games has become an unobjectionable fact in the 21st century. Online games are intruding into daily lives of adolescents around the world, which makes it a cyber-cultural spectacle and a collective action. Playing games online historically changed the track of social behaviors of adolescents and shaped more complex general characteristics of the game generation. But there are much widespread confusion and many myths for the whole society about game-play online which is contradictorily depicted a devil and an angel meanwhile. The representation of game-play online of adolescents frequently intensifies misunderstanding of the whole society.This article argues that there are very complex structures of adolescents’ game-play online behaviors and abundant and colorful emotional experience. The emotional interactions of adolescent online players are supposed to help people relieve the confusion and myths. This study attempts to analyze the emotional interaction online-game players experimentally. We will apply qualitative researches like in-depth interview and textual analyst to make a study on the emotional interactions from three elementary aspects of self-identification, cultural capital and cyber-power, in order that we can explain the emotional dynamic mechanism of the realization of adolescent self-identification, the acquisition, accumulation, and transition of cultural capital and cyber-power.The article includes six chapters as follows.Chapter one briefly introduces the background, problem consciousness, significance and framework of the research, reviews and defines the main concepts in the research and make a brief discussion on the object and method of the research.Chapter two mainly makes a comparative analysis on the recent research results in self-identification, cultural capital and cyber-power of online game players and make some critical comments on the recent research results.Chapter three, chapter four and chapter five make up the main body of the dissertation. Chapter three analyzes how the adolescent online game players realize the self-identification through the emotional interaction. The analysis finds that the positive emotions like sense of achievement, happiness, and longing for bring dynamics to the adolescent online players.Chapter four the relationship between emotional interaction and cyber-power, which plays an important role in the social order construction building, online-game mechanism maintenance, self-identification realization and the accumulation of culrural capital.Chapter five investigates how the adolescent online game players acquire, accumulate and transfer the emotional and cultural capital in the online games and cyber-community, which strengthens self-identification of the adolescent online game players.Chapter six presents a conclusion and a discussion. This chapter discusses the characteristics of emotionality, emotional tendency and the problem of emotional civilization.
Keywords/Search Tags:Emotion, Interaction, Adolescent Online Game-play, Self-Identification, Cyber-power, Cultural Capital
PDF Full Text Request
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