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A Folklore Investigation Of Subcultural Youth Groups In The Internet Context

Posted on:2022-03-26Degree:MasterType:Thesis
Country:ChinaCandidate:P Y YangFull Text:PDF
GTID:2505306314971779Subject:Chinese Folk Literature
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The concept of "subculture" came from the mid-1940s and was carried forward by the Chicago School of Sociology and Birmingham School of Cultural Studies.Skinheads,punks,hippies,and rock youths are diverse expressions of subcultures.In the new media era,although their research can be called a classic,it is undeniable that this set of concepts and methods lack a certain explanatory power in today’s research.For youth subcultural groups in cyberspace,the use and sharing of new media technology means a struggle for the right to speak.Therefore,taking the case study of the online game "Glory of the King" as an example,we can examine how new media youth use "technology" Power" establishes identity and forms a way,way and space to express one’s own value.From the perspective of " feeling the folklore of life" as the starting point,with the help of in-depth interviews and participatory observation methods,the "individual subjectivity" can be fully embodied,approaching the true face of the social life of game young people,and leading back and forth with the role of a traverser Between culture and youth subculture,further understand the heterogeneous and interactive cultural relationship between the two.As an extremely popular mobile online game,"Glory of the King" has attracted the attention of all walks of life while affecting the hearts of thousands of young people.In the more than 20 years of development of the online game industry,the mainstream media’s overall evaluation of it has shown a trend from criticism to face-up.To a certain extent,the shift of the public opinion field confirms the fact that online games have penetrated into the social life of young people,affecting all aspects of young people’s lives,and have become an integral part of the integrity of life and culture.First of all,through the investigation of online context,it can be found that the low investment cost and strong interactivity of game media make it an important medium for interpersonal communication among youth groups.Contemporary youths invariably use game media such as "Glory of the King" to conduct social interactions,seek value recognition,and demonstrate a certain order and ritual carnival,creating a cultural atmosphere;secondly,extending the online context to offline can be It is found that playing games has had a non-negligible impact on the life order and social relations of young people.Young people travel through the two spaces where reality and fiction are mixed to vent their negative emotions,complete resource reciprocity,adjust emotional life,coordinate time management and control,and form new consumption concepts;once again,young people use the game "totem" to build their cultural tribe,Constantly transform cultural symbols into cultural capital and economic capital,and participate in the redistribution of social power through cultural practices.Finally,returning to the level of the concept and methodology of folklore,the coexistence of online interviews and offline interviews,the combination of participatory observation and self-ethnography,and the method of questionnaire surveys may provide a path for researchers to step into the virtual field.
Keywords/Search Tags:Youth subculture, Online games, Social life, Folklore
PDF Full Text Request
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