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From Competition To Violence:Research On The Spread Of Violent Culture In Video Games

Posted on:2020-04-02Degree:DoctorType:Dissertation
Country:ChinaCandidate:Y YangFull Text:PDF
GTID:1365330602455604Subject:Chinese Language and Literature
Abstract/Summary:PDF Full Text Request
This paper takes the violent video games in the perspective of mass communication culture as the main research object,combines the diversified violent game cases,and takes the "frame theory","imitation theory" and "symbolic meaning production theory" as the starting point.The violent cultural production and dissemination of the media is seen as a systemic initial violence,through the visualization of violent symbolic expressions,and through the triggering of human rooted death desires,the complete process of controlled imitation is performed by several The overall mechanism of parallel interaction of meaning units.The purpose of this paper is to analyze the communication mechanism of violent video game culture,clarify the social significance of its universality,and explore the deep-seated reasons of violent electronic culture from competition confrontation to violence,in order to find violent video game culture in popular culture.Under the tendency of pan-entertainment,the possibility and path of normative development in a social system with less order and disorder.This paper comprehensively uses observation,interview,case analysis and other methods combined with the researcher's personal game experience.Based on clarifying the basic concepts of games,media and video games,and describing the development history of video games,this paper focuses on constructing electronic with mechanism as the essential attribute.The original system violence of the game,the image violence under the influence of visual sensory immersion,and the geometric space and action field provided by the violent video game in time and space for virtual violence practice.A clearer understanding of the involvement of violent electronic culture research.The thesis is divided into seven chapters.The first chapter is an introduction,asks questions and briefly introduces the research significance and methods of this thesis,and summarizes the research literature of games and video games at home and abroad;and the concept of game media and video games.Define,from the etymological perspective to demonstrate the reasons for video games to become media.The second chapter begins with the text,starting from the essential attribute mechanism of the game,and examining the political bias and system violence implied in the electronic game body.The third chapter analyzes the player's multi-directional selection and active intervention in the game world,electronic games and film works.The core difference in communication is that video games embody the characteristics of more prominent interactive communication.This kind of interaction depends on the deep participation of the players.The players are both the appreciators of the game works and the participants.The interaction between the player and the game content is carried out in three areas: one is the role play of the player in the virtual space;the other is the meaning of the virtual context in the game for the player;and finally the unique game.The types of interactive narratives,and the impact of these types of interactive narratives on player engagement,analyze the aggressive behavioral motives of players in the virtual world and the potential impact of violent video games on player behavior,and analyze the media characteristics of video games and their The influence of the media ecology lays a historical foundation.The fourth chapter deeply analyzes the background of the violent cultural communication of video games,from the mirror violence in the US military entertainment composite industry to the symbolic violence in the superstructure and class society.The spiritual condition of our time is also the spiritual foundation of the violent culture.The fifth chapter further explores the social and historical roots of video games and finds that the spread of violent culture is not a unique product of modern society.The worship of violence has existed since ancient times.It is derived from the inherent instinct of human beings.Aggressiveness also originated from the functional attributes that were given to the violent culture in ancient times,that is,entertainment means and judicial and ruling means.In Chapter 6,we critically reflect on the technical media on which violent video games are based,and the negative impacts of the technological changes it represents on humans,in the hope of providing a benign proposal for the future development of video games.
Keywords/Search Tags:Violent Video Games, The violent cultural influence of the game, Violent aesthetics, Media Characteristics, Cultural Communication
PDF Full Text Request
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