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Research On Chinese Video Game Culture Under The New Media Technology Environment

Posted on:2021-04-05Degree:MasterType:Thesis
Country:ChinaCandidate:G Q ShangFull Text:PDF
GTID:2427330620971752Subject:Journalism and communication
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With the rapid development of China's economy,video games are gradually accepted by different age groups,thus becoming an important content of public practice,and reflecting its potential huge economic value and cultural influence.As a unique medium,video game not only has the function of media,but also is directly affected by the development of media technology.It can be said that media technology not only shapes the form of video games,but also shapes the environment and culture in which it exists.From the theoretical perspective of media environment,this paper puts video games under the influence of media technology development,reviews the past of Chinese video games,focuses on the hot current,analyzes the development of Chinese video game culture,and looks at the future development of Chinese video gamesThe paper is divided into six chapters.The first chapter mainly introduces the research background,research value and research methods.The second chapter mainly reviews the influence of media technology development on the development of video games,analyzes the change of game connotation under the influence of technology and the general situation of the development of Chinese video games.From the perspective of media environmentalism,technology influences the construction of environment,while the change of media environment affects the people in it.As an interactive medium,video games are part of the media environment,so they are directly shaped by technology.The different forms of games affect the narrative ability of games.The strength of game narrative determines the communication ability of games The depth of interaction between human and game is influenced by the narrative ability of game.Therefore,it can be said that technology determines the media carrier of the game,and the characteristics of different media carriers determine the narrative ability of the game.The third chapter mainly introduces the development of single player games and online games in today's China,analyzes the portraits of two types of consumer groups,and analyzes the new concept of "cloud player".As a new concept,"cloud player" comes from the development of network live broadcast and video technology,while "cloud player" is similar to fans in that they are satisfied by watching.The powerful narrative and interactivity of the current game make it possible to watch the game and get the same experience as the real game practice,and the development of network video technology also makes it easier for "cloud players" to access the game,thus expanding this special group of players.The fourth chapter analyzes the characteristics of consumer psychology of Chinese video game users and the influence of media technology development on game practice space,and discusses the relationship between game space and user communication.Through the research,it is found that in today's increasingly close relationship between the public and the game,the consumption concept of Chinese game players for the game is gradually mature.Under the influence of technology,the existence form of the game is constantly changing.Under this influence,the space for the public to participate in the game practice is also changing,and the change of the game practice space reshapes the social relationship of the public.The fifth chapter points out the embodiment of the cultural communication function of the game and how to use this function to strengthen the communication of Chinese culture.As an interactive medium,video games can make culture present in a richer way and promote the effect of cultural communication.The sixth chapter focuses on the future development of China's video games,puts forward some suggestions and Countermeasures for the vigorous development of domestic games,and discusses the relationship between future games and people through the reflection of cyber culture.
Keywords/Search Tags:New media, media technology, video games, game culture
PDF Full Text Request
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