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Evaluation Of Virtual Community Of On-line Game

Posted on:2010-06-05Degree:MasterType:Thesis
Country:ChinaCandidate:Q B HuangFull Text:PDF
GTID:2189360278965571Subject:Management Science and Engineering
Abstract/Summary:PDF Full Text Request
Internet is an open platform with rich resource, which conveniences human's life and work, and pushes tech forward. Internet is full of chances, On-line Game, searching, instant message, networking advertisement, e-commerce and email have brought prosperity to the Internet economic. The potential value of Internet still hasn't been exploited, and Internet keeps on changing human's life.Scholars have been debating on the On-line Game since its appearance. On one side, On-line Game meets man's requirement of entertainment, brings development to the IT and other industry, motivates the youths' interest on tech and new things, and provides people with jobs. On the other side, it does harm to the player, influence player's work and study deeply, and even changes players behavior, world outlook, concept of value to the badly, it was named as the E-heroin.Virtual Community is the main form of t Internet, and the Virtual Community of On-line Game is he next generation of Game as well. There are shortcomings caused by the open character of Internet and challenges the law, ethics and outlook on life. So it is much necessary to do research on the game.After analyzing the social influence and problems made by the On-line Game, estimating social efficiency, Here comes the question how the government take control on the On-line Game industry, in which way can it grow for long time and do much to the increase of the GDP. Good On-line Game can help stabilize the society and in such condition can the youngster grows happily.This paper defines what is Virtual Community of On-line Game, then analyzes what influence such game have done to Individual behavior, economics, Politics, Culture and Technology. Based on these mentioned above, this paper makes use of the method of Fuzzy Comprehensive Evaluation Creatively to build a model. The thesis chooses Game companies, players and Game-related industries as the targets to evaluate the social benefits from such On-line Game. The conclusion consists with the actual situation well.
Keywords/Search Tags:the Virtual Community of On-line Game, social influence, Evaluation, supervision
PDF Full Text Request
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