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Research On The Promotion Mechanism Of Youth Critical Media Literacy In Mobile Games

Posted on:2021-05-29Degree:MasterType:Thesis
Country:ChinaCandidate:X ZhangFull Text:PDF
GTID:2427330614463712Subject:Information Art Design and Education
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The mobile network industry is an emerging industry relying on the vigorous development of mobile media technology,and the mobile game industry is its leading industry.Mobile games,with their increasingly strong sense of participation and immersion,have become a medium environment infiltrating into the player's life,slowly filling the player's leisure fragmentation time,affecting the player's socialization.From the perspective of cultural communication,mobile games are part of the cultural industry.With the introduction of various national support policies,the mobile game industry has developed more rapidly;the youth group is the largest group used by mobile games,and the game industry is developing.The process has brought many negative effects to the youth group,such as false information,violent tendencies,game addiction,blind consumption,pan-entertainment and other issues.It is of far-reaching significance to further study the media literacy of youth groups and guide them to use mobile games as a medium.The youth group is relatively mature and is physiologically able to independently judge the quality of mobile games.This article divides critical media literacy into four basic contents: the ability to discern media information,the ability to speculatively participate in media,the ability to critically interpret values,and the ability to recreate media information.This empirical study follows the principle of combining qualitative research and quantitative research,adopts in-depth interviews and questionnaire surveys,selects 18-28-year-old college students and working youth as samples for research,and summarizes the critical media for young people in mobile games The manifestation of lack of literacy: entertainment bias is significant,indulging in the virtual world;language expression is weakened,avoiding real life;discriminative ability is ambiguous,lack of privacy concerns.The fourth chapter points out the reasons for the lack of critical media literacy of young people in mobile games: young people's network reality is confused and they indulge in the virtual world;game research and development companies have a poor sense of responsibility and pursue economic benefits;Finally,from the perspectives of young individuals,universities,mobile game industry practitioners,the government,and society,the promotion mechanism of youth critical media literacy is proposed.The correct values,familiarity with the operating mode and communication principles of mobile games,and rational consumption concepts are all contemporary youth should have in the use of mobile games.The collection of these capabilities is critical media literacy.The availability of critical media literacy is the key to the formation of youth's own internal restraint mechanism,coupled with the external supervision of universities,society,and government,young people will use games and consume appropriately.
Keywords/Search Tags:mobile games, youth, critical media literacy, promotion mechanism
PDF Full Text Request
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