| With the development of electronic media technology,the “electronic natives” who grew up in the complex information environment have become the object of our attention.In recent years,due to the rapid development of Chinese online game companies,the types of electronic games have been constantly innovating and becoming an important pillar of my country’s cultural industry.As the influence of electronic games continues to expand,people from from different fields believe that games will have a series of negative effects on young players,such as violence and addiction,so the existence of online games has been controversial.At the same time,the mobile game King of Glory is even more controversial because some of the game’s hero design is based on the adaptation of traditional culture,which leads to the outside world whether it will affect the historical cognition of young people..Therefore,in order to gain an in-depth understanding of how young players understand mobile games and whether mobile games will affect their cognition,the study adopted the method of in-depth interviews,and extracted the “content-social-driven game cognitive model” of young players through the paradigm of grounded theory.The study found that the game cognition of young players can be more generalized through the two factors of “self” and“other”,which can be refined into “self-perception”,“relational interaction between games”,“content presentation in the game”,“cognitive representation”four main categories.Self-perception,as a youth player’s individual internal factors,is the root of game motivation.Through the different needs of "self" and "other",there is a need for “content presentation in the game” and“relational interaction between games”,generating varying degrees of attention.Finally,its “cognitive representation” is also divided into different game groups based on the different degrees of attention to “content” and“relationship”.Study found that high school stage of cognitive stemmed from its inner teenager players of online games for “self” and “the other” different focus.Therefore,the online game addiction of young players should be more detailed and divided into “content addiction” and “relationship addiction.”These two different types of game dependencies should be the objects of our attention.Addiction to the content of the game is the real game addiction,which is the enthusiasm of young players for various games such as the game narrative,game mechanics,and game world.Addiction to social relationships is a kind of dependence behavior in which teenagers rely too much on the evaluation of others to form self-cognition.In order to form a better social pattern and self-awareness,teenagers choose to use online games for social interaction. |