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Young People's Self-cognition In Online Games

Posted on:2020-07-05Degree:MasterType:Thesis
Country:ChinaCandidate:J Q WenFull Text:PDF
GTID:2435330575459352Subject:Journalism and Communication
Abstract/Summary:PDF Full Text Request
Online games play a more and more important role in the daily life of teenagers.The contact of online games has a prominent impact on adolescentsundefined self-cognition.As a result of holding the dominant role of network aborigines,teenagers have the advantage of first-entry in contact with online games,accompanied by the youth contact with the age of online games presents the trend of gradually younger characteristics.The main recognition and establishment stage of self-cognition is that the enhancement of false cognition and virtual cognition will deprive the original cognition in the atmosphere of long-term immersion and violence in adolescence,which leads to the ambiguity or even deviation of cognition.First,it is necessary to clarify the unique bias of online games and the choice of using online games,through the origin and development of online games as the premise of the comb.To explore the discourse establishment and interpersonal connection achieved by teenagers in online games.Secondly,this paper analyzes the realistic conditions and ways of constructing self-cognition of teenagers,and finds out the necessary conditions of cognition and personality development of adolescents,and constructs the basic cognition of self and others through the mutual relationship between subject,object and ego.In this process,the absence of necessary relationships and deformities have a direct and lasting impact on individual cognitive self-failure and bias.Thirdly,this paper analyzes the relationship between teenagers and online game choice from the aspects of immature self-cognition and lack of self-cognition.In-depth interviews are used to understand the cognition of online games between adolescents and their important social relationships so as to reflect the degree of self-cognition.Fourthly,it further discusses the reasons why teenagers rely on online games emotionally,and satisfaction is the psychological feeling that teenagers need and lack when they are in urgent need of it.It is concluded that adolescent groups eager to grow up and aspire to maturity can easily acquire a sense of achievement,a sense of disclosure and sex appeal in online games.Fifthly,based on the self-cognition behavior and performance of teenagers in online games,this paper discusses the cognitive bias which is influenced by online gamesundefined cognition for a long time by means of questionnaire investigation and analysis.The influence of mutual cognition and cognitive bottom line.Sixth,the corresponding measures are taken to prevent the serious bias and dislocation in the establishment of self-cognition in the process of online games for adolescents to form the intervention mechanism of self-cognition in order to prevent the establishment of self-cognition from being seriously biased and misplaced.In summary,the contact behavior of online games plays a profound role in adolescentsundefined self-cognition,but the starting point of this thesis is not to criticize online games in a single dimension.It is devoted to actively explore the positive interaction and behavior boundary between online game contact and youth groups.
Keywords/Search Tags:teenager, online game, self-cognition
PDF Full Text Request
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