Font Size: a A A

Research On Youth Subculture Phenomenon In Game Broadcast

Posted on:2022-06-09Degree:MasterType:Thesis
Country:ChinaCandidate:B Y WangFull Text:PDF
GTID:2545307046999869Subject:Press and Communication
Abstract/Summary:PDF Full Text Request
With the inclusion of e-sports in the Asian Games,online games have entered the public eye with a more positive image.At present,there are a large number of e-sports users in China,and game live has emerged as The Times require,attracting a large number of users,among which douyu and Huya platforms are the most rapidly developing platforms with more concentrated users and gradually forming a new youth subculture phenomenon.For mainstream culture,the emergence of youth subculture depends on the background of The Times and the development of social forms,which has important research value.Youth subculture in game development background is mainly composed of three aspects,including reform and opening up after the formation of the looser tolerance of social culture,in the sustainable development of media technology,and digital age growing medium developing jointly build medium environment context,consumption patterns change,and construct the audience psychology,group identification of the youth subculture breeding of soil in the live game.Compared with the mainstream culture,the youth subculture in the live game shows more diverse characteristics,mainly including the group representation of spontaneous passion,tolerance and unity,group identity formed by interest,slogans and circles,and deconstruction of authority through deformed consumption and "parodies" of emotivism.From external to ideological,All thoroughly reflect the youth subculture in the game live in the alternative performance.At the same time,the significance of the existence of youth subculture in game live broadcasting is also manifold.First of all,because of the social pressure from all sides,the "tree hole" formed by the "interesting relationship" of young users becomes their excellent decompression valve.Secondly,it is a new employment option for the industry and an innovation of consumption places.Finally,as far as culture is concerned,the existence of youth subcultures in live games can integrate cultural atmosphere and influence the value orientation of youth groups.However,as a subculture phenomenon,there will be the mistake of deviating from the mainstream culture.At the same time,it is necessary to guide the healthy development from three aspects: national policy,public opinion and business ethics.The flourishing and healthy development of youth subculture in live games not only needs the positive maintenance of youth groups,but also needs the standardized development of national policies and the healthy operation of commercial platforms.
Keywords/Search Tags:Live games, Youth subculture, E-sports culture
PDF Full Text Request
Related items