| Electronic games are generated by relying on information technology,and gradually expand into a comprehensive platform for audiences to carry out multi-dimensional social activities such as entertainment,social exchanges,network services,information distribution,innovation and creation.It has achieved a high degree of integration with context technology,has media attributes,and has constructed a multi-dimensional game context that combines reality with fiction.Based on this,this study is based on the context of media,with electronic games as the research object.Through participatory observation and in-depth interviews,the problem of context construction is explored,providing a reference direction for a deeper understanding of the context operation mechanism of electronic games.Research has found that firstly,the context construction of electronic games relies on the joint completion of material elements and human subjects.On the one hand,technical elements establish the underlying framework for game scenarios;Symbolic elements provide the basic content filling for game contexts to be presented in a form that people can perceive and understand;The spatial elements provide the basic conditions for the survival of game contexts that transcend reality and reality.On the other hand,the basic participants in the construction of electronic game contexts are game developers and game players;Game developers include planning,research and development,testing,operation,etc.In the context of commercialized development of game contexts,the division of responsibilities for game development has become clear;Game players maintain the construction and operation of game contexts by entering the game context and engaging in new content production.Secondly,the multidimensional narrative of game contexts constructs immersive interaction in context practice.The linkage between virtual and real contexts in the game brings players an incarnation experience of "physical presence",an emotional experience of "full engagement",and an offline experience of "immersion penetration";The multi subject context co creation represented by gameplay co creation,content co creation,and ecological co creation enriches the content dimension of game context practice and broadens the narrative dimension of game contexts;The consciousness,circles,habits,and other aspects brought about by group interaction outside the game further extend the boundaries of the game context,endowing the subject interaction in game context practice with deeper themes and connotations.Finally,the game context also undergoes a shift towards media and re media,and its operation and dissemination follow the logic of media.It fully utilizes the institutionalized,structured,and systematic communication concepts,and achieves a virtuous dissemination cycle and sustainable development through the construction of a multidimensional public opinion field and the use of its own optimization mechanism.The context construction of electronic games is influenced by social systems and cultural atmosphere,while also shaping society and culture from various aspects.In the process of using electronic games as a medium to promote technological progress and achieve positive cultural output,there are also risks of capital intervention,consumerism prevalence,and historical misreading.Therefore,the understanding of game contexts should not be limited to a single perspective,and it is necessary to dialectically view the relationship between the media construction of electronic games and the real world,forming new cognition and thinking. |