| Online gaming have become the everyday cultural practices of contemporary Chinese youths,and how to interpret this everyday,fluid and diverse cultural phenomenon has become an important subject in reality and theory.Previous studies have made a lot of valuable achievements,however,they also have some faults:the first is fouse on the spectacular performance of elite gamers but play little attention to the mundane activities of ordinary gamers,second is concentrate on one gaming space but ignore other gaming spaces,last is pay attention to the complexity of the interweaving of online gaming and real life but downplay the characteristics of online gaming as play.Through the participatory investigation in Massively Multiplayer Online Games,and the in-depth interview with 54 "post-90s" gamers,we find that the online gameing activities of youths generally are performances with carnival cultural taste,which happen in the online gaming worlds,Online gaming social platforms and the actual worlds.Youth exists as one character in the online gaming world,and the main interacted objects are(explicit)game characters in the same sever and(implicit)online game merchants,youth may achieve dream of living in one fantasy world through negotiating(including compliance,cooperation,dialogue and struggle)with the game rules.Youth exist as a gamer in Online gaming social platforms,interact with all gamers interesting on the same game,they remake the atmosphere of "welcome not perfect culture" or the underground scene with deep emotional identity,those are results stimulated by the business stragegy of social media owners for connecting the user as much as possible or urged by the accelerated logic of media technology.In the actual world,youth exist as social person playing online games,interact with all kinds of subjects with pre-existing(deep or superficial)social relations.actual space,time and interacted objects participately construct their online gaming activities in a not inevitable way,so which articulate a variety of pure intimate relationships.These online game scenes have their own characteristics,and restrict each other,at the same time,they represent,construct and strengthen each other.This kind of relationship allows youth to freely pursue and construct diversified gaming fun and obtain a kind of selective affective affiliation.However,when they get the more fun,they more indulge in online gaming.From a macro perspective,the online gaming everyday life of youth represent the prosperity and advance of chinese online game industry and media technology,which meet the need of youth for common topics because of urbanization and commercialization,as well as their desire for pure relationships because of the prevailing pragmatism.However,it also may indulge them in online gaming and alienate the surrounding life,then becomes the represence or reason for the lack of common topic and social materialization.This is the dilemma of a group of or a generation of youth.For individuals,the feasible way to alleviate this dilemma lies in the transformation of spontaneous online-gaming everyday life into self-consciousness,and make online-gaming life "exist for us". |