| With the change of social structure and the development of information technology,online games have become a trend of digital entertainment media,gradually infiltrating into the daily life of teenagers.Online games are not only a way to provide "spectacle" and entertainment,but also a new media to condense digital culture and information technology."Playing games" should be regarded as a kind of digital media practice and digital cultural landscape.As a kind of social behavior,digital media practice occurs in a certain space-time region and social context.Therefore,the research on digital media practice should not only focus on the actions of digital media users,but also pay special attention to the background and context of digital media use.Family is the most important place for teenagers to practice online games,while home is not the place where power disappears.The space-time structure and power relationship of family restrict teenagers’ online game practice,at the same time,the online game practice "disciplined" by family will also have an impact on families.From the perspective of Silverstone’s domestication theory,the study takes the five stages of information technology domestication: imagination,possession,objectification,integration and transformation as the framework;under the structure of ICTs re-contextualization,this study discusses from two dimensions: the media practice strategy of the subject and the shaping of social context on the subject’s media consumption experience,using field survey and questionnaire survey.By using the field survey and questionnaire research method,combined with qualitative and quantitative analysis,this paper discusses how teenagers’ online game practice enters the family,and finds a suitable position in the space and time structure of the family,which ultimately has a significant impact on the daily life of the family.The main conclusions are as follows:First,online games are appropriated by teenagers in the situation of intertwined contradictions.On the one hand,under the background of individuation of social interaction,digitalization of family field,media of leisure games and trend of online games,young players are eager to "appropriate" online games from their own needs and imagination of the meaning of online games;on the other hand,online games trigger the decentralization of traditional generations and the empowerment of game generations.The moral panic of online games and the split of family life led to the parents’ anxiety and fear of online games.Therefore,parents resist online games entering the daily life of teenagers and families.In this case,young players can only take flexible tactics and strategies in the established family order and transform their parents’ mobile phones as educational communication tools into game devices in the way of "function shift".Finally,online games enter teenagers’ daily life.Second,as the main body of media consumption,young players will take strategic practice in the existing family power structure and embed online games into the structure the space-and time of individuals and families.And this is the stage of objectification and integration of online games.First of all,young players create private game space,appropriate and transform public space in the home space disciplined by their parents’ power,trying to create "invisible" game behavior;second,young players embed online games into the time structure of daily life by "capturing" fragmented free time;finally,they "steal" the time restricted by their parents’ power for the realization of online games.They practice and create opportunities,as well as adjust the time rhythm of online games in the flow of life stage by "controlling" time.Thirdly,parents’ intervention has changed or reshaped the objectification and integration of teenagers’ online game practice in the family.Domestication theory emphasizes that technology users and families will pay attention to the potential threats in technology and manage technology in a regulatory mode.Parents can supervise teenagers’ online game practice by "competing" for their time and "invading" their space.In terms of the specific intervention methods,the parents of young players mainly adopt the positive interactive intervention mode oriented by "dialogue,feedback and participation",and also the negative restrictive intervention mode oriented by "control,monitoring and violence",which intervenes in the practice of young online games from the dimension of time and space.Finally,through the quantitative analysis of the questionnaire data,it is found that parents’ positive interactive intervention has a positive impact on parent-child relationship and teenagers’ online game use behavior;negative interactive intervention has a negative impact on parent-child relationship and teenagers’ online game use behavior.Fourth,Young players and their parents "discipline" online games and the use patterns in daily life,and its symbolic meaning is also transformed.Parents’ negative restrictive intervention will aggravate the digital gap between the game generation and the traditional generation,and lead to the intensification of inter-generational conflicts and emotional antagonism.Young players will then integrate their parents’ objective expectations into the role play,continue to resist their parents in the implicit way.And this will eventually lead to the alienation of family relations and the division of family community.In the context of the positive interactive intervention mode is involved in the online game practice of young players,the parent-child relationship is constructed by equal dialogue;the gap between generations is bridged by digital feedback;the emotional energy is stimulated by parents and children playing together.Finally,the online game becomes the bond of family intimate relationship in the digital context.In a word,online games are brought into the daily life of the family by young players in the situation of intertwined contradictions.Young players and their parents "discipline" online games and their forms of use in their daily life,and finally re produce and construct the symbolic meaning of online games in family daily life. |