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Research On User Carnivalization Of Game Live Steaming

Posted on:2022-07-12Degree:MasterType:Thesis
Country:ChinaCandidate:Y J LinFull Text:PDF
GTID:2519306728958729Subject:Press and Communication
Abstract/Summary:PDF Full Text Request
In the first half of 2020,due to the serious impact of the new round of coronavirus pneumonia epidemic on human life,in order to prevent and control the epidemic,the government chose to isolate residents stay in the house for a long time,so people can only stay at home,not go out.Most residents choose to surf the Internet in their spare time.The Internet has already become the main medium for people to communicate with the outside world and obtain entertainment.Among them,the live game industry has a significant impact on human life.According to statistics,during the epidemic period,watching live games online has become an important way for many netizens to entertain at home.Everyone can open the live game application with smart phone,watch all kinds of live games and E-sports games anytime and anywhere,and express themselves in the live room.Every user can communicate with other users,so there will be fierce controversy and wonderful self-expression in the media in the live room,This showing the phenomenon of collective Carnival in the live game.At the same time,a new network culture also develops through the network social space and culture.This article will use Bakhtin's carnival theory of Carnival to explain whether the carnival phenomenon presented by users in the game live broadcast is the same as the medieval carnival square carnival in the Middle Ages.It will be studied and finally presented in three aspects: First,the carnivalization of characters.Second,the carnivalization of language dialogue.Third,the carnivalization of symbol consumption.In the process of research,I found that the motivation of users to use live games for carnivals is to attract other users with the same emotions,and is closely related to the mentality of belonging and expecting to be recognized by others.As an open,public network space,this thesis found that the game live broadcast provides an excellent and hidden place for people to express themselves and have conversations with other users.In the process of carnival interaction,users gain a sense of identity and comfort their hearts.It eliminates the loneliness of contemporary humans in the real society,creates a unique social culture and allows some users to realize their self-worth.Game live broadcasting has gradually formed a melting pot through its own unique diversification,and the "live-broadcast carnival" is developing in a direction similar to the carnival,bringing the live broadcasting culture into a new carnival era in which "all games can be broadcast live".Therefore,this article proposes that game live broadcasts must adhere to high-quality live broadcast content,and provide high-quality and distinctive and healthy live broadcast content.At the same time,all parties must maintain the environment and order of game live broadcasts.Only by insisting on self-discipline and heterogeneous discipline can online game live broadcasts develop rapidly and open up a more diversified melting pot of game live broadcasts for the future.
Keywords/Search Tags:Game live broadcast, Live broadcast users, Carnivalization, Cultural value, Diversification, Melting pot
PDF Full Text Request
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