Font Size: a A A

Research On Affective Experience And Self-identity Of Mobile Game Players Of The Generation After 00s

Posted on:2020-01-07Degree:MasterType:Thesis
Country:ChinaCandidate:X L ChuFull Text:PDF
GTID:2415330623952839Subject:Journalism and Communication News and Communication
Abstract/Summary:PDF Full Text Request
With the development of Internet,mobile game has increasingly become an increasingly important role in the life of young people after 2000.Starting from the theory of use and satisfaction,Maslow’s hierarchy of needs and role theory,and through the method of quality combination,this paper finds that after 00 hand-swimmers are mostly positive approbation of opponent-swimming.They mainly enter the mature stage of hand-swimming development,are influenced by social relations and maintaining peer friendship,actively "party queue" with acquaintances,and experience in hand-swimming roles,rules and mechanisms,team experience,etc.Projection,enrichment and improvement of self-identity in the process of emotional experience.Specifically,after 00,hand-held players produce a lot of emotional fluctuations and immersive experiences in playing virtual roles,killing enemies according to the rules of game objectives,rules and team experiences,such as positive emotions such as pride,achievement,pleasure and negative emotions such as anger,revenge,shame,etc.in the interaction and collision with this framework.Among them,positive emotions help build self-awareness and self-identity,while negative emotions also help players to self-reflection and establish the possibility of remolding self-identity.Finally,the conclusion is drawn: young players generally have high self-identity,low emotional experience and relatively low possibility of hand-swimming addiction;they mainly regard hand-swimming as a tool to maintain relationships and expand social interaction,improve self-identity from the role,rules and emotional experience of hand-swimming,can dialectically understand the value of hand-swimming,and think that hand-swimming is an entertainment lifestyle.Therefore,it is suggested that developers should develop functional games with teaching and entertainment,highlighting the people-oriented emotional game design;educators should attach importance to the emotional experience of teenagers’ hand-games and return to reality to guide the development of teenagers’ self-identity;communicators should guide the society to treat hand-games dialectically and establish the correct orientation of the recognition of hand-games media;regulators should speed up the formulation of normative opinions and establish a grading system.Degree,further strengthen the supervision of hand-swimming market.
Keywords/Search Tags:Mobile Game Players of the Generation after 00s, Affective Experience in Mobile Games, Self-identity
PDF Full Text Request
Related items