| With the rise of China’s e-sports industry and the shift attitudes of public and mainstream to online games,online games have become more and more successful in the cultural resources of people’s daily life.In this context,research on games,the emerging medium of social interaction as a new media environment,has become a trend.The "homesickness" in the game refers to the player who has entered the virtual space of the game.After a short or long time to leave the game,he recalls and remembers the game and its interpersonal relationships,and produces ideas and even behaviors that return to the game.This article takes "JX3",a domestic online game with the characteristics of "homesickness" as a research sample,and cuts in from the key factors of "symbol".During this period,it uses a combination of questionnaires,network virtual ethnography,in-depth interviews,etc.And the personal gaming experience is illustrated in the following three aspects:1.The "JX3" production party has shaped the player’s common "world of swordsman" through the "stage equipment" of the game world view,which is the space carrier of "homesickness";2.From the perspective of space,in the process of shaping the common "world of swordsman" of players,"JX3" promotes the continuous interaction of players and constructs a multi-relationship network;3.From the perspective of time,the "world of swordsman" evoke "homesickness" through the shaping of traditional civilization and swordsman spirit,and then strengthen the "homesickness" through the change of the game version and the interaction of various groups of players inside and outside.Based on the research results,we must not only see the positive effect of the game "homesickness” emotion on the inheritance of Chinese traditional culture,the conciseness of home country and the new possibility of interpersonal communication in the new media era,nor can we ignore the fact that players are unable to distinguish between virtual and reality and the negative effects of game manipulation. |