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A Research On The Symptoms Of Interactivity In Online Games

Posted on:2010-03-05Degree:MasterType:Thesis
Country:ChinaCandidate:Y GaoFull Text:PDF
GTID:2189360272494369Subject:Communication
Abstract/Summary:PDF Full Text Request
Represented by the World of War Craft, this kind of massively multiplayer online RPG (Role Play Games) games is challenging a great deal of people's cultural experience in a brand-new media form. Regardless of living in the "illusion at the eyeball", smoking ideological opium, or be the loner with same interests, all the behaviors are this kind of challenge. Undeniable, the network games has already caused the moral panic.Dealing with the problem mentioned above positively, besides the game producers should take on the responsibilities conscientiously, we also should rationally analyse the inherent law of this problem. This essay will start with analysis the special attribute of the network games—Interactivity, and try to find the origin that the interaction produced from the interaction and contacts in the network games.This dissertation will focus on the interaction between players and games. Relying on the platform—game, the interaction behaviour between players could be made. In the "linguistic context" of the game—World of Warcraft, this paper will make "semantic analysis" on the interaction behaviour, find the essence of interaction and different behaviour expressions at different stages in order to summarize the interaction behaviour symptoms, and what kind of influences on game, players, and the society. The writer will also give some suggestion about how to improve the interactivity of online games based on the personal experienceUsing Habermas's Communicative Action Theory to analyze the essence of interaction behaviour in the network, and Goffman's Perspective of Drama to summarize the stages of interaction behaviour in order to find the deep reason of interaction behaviour symptoms. It is the theoretical frame of this thesis.This essay tries to judge the brand-new media—online games, not from the angle of technology changed to ideology, but experiencing and observing the interaction behaviour of player by deepening into the real games, and find the deep reason. The writer hopes as judging the online games, as well consider adequately and objectively the impact of interaction on players and the origin of this impact.
Keywords/Search Tags:WOW, onlingame, interactivity, symptoms
PDF Full Text Request
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