西南石油大学学报(社会科学版) ›› 2019, Vol. 21 ›› Issue (1): 34-40.DOI: 10.11885/j.issn.1674-5094.2018.07.09.04

• 经济与管理 • 上一篇    下一篇

移动网游崛起的内在机理和负面影响——基于青年亚文化视角

陈维超   

  1. 湖南师范大学新闻传播学院, 湖南 长沙 410006
  • 收稿日期:2018-07-09 出版日期:2019-01-01 发布日期:2019-01-01
  • 作者简介:陈维超(1987-),男(汉族),湖南衡阳人,讲师,博士,研究方向:媒介文化。
  • 基金资助:
    教育部人文社会科学研究项目"网游青少年媒介形象的偏差及其重塑研究"(15YJA860011);湖南省社会科学成果评审委员会课题"基于IP化运营的数字出版产业创新研究"(XSP18YBC015);湖南省大学生研究性学习和创新实验计划项目"IP热背景下耽美文学作品的版权保护研究"(187)。

The Internal Mechanism and Influence of the Rise of Mobile Online Games——Researches from the Perspective of Youth Subculture

CHEN Weichao   

  1. School of Journalism and Communications, Hunan Normal University, Changsha Hunan, 410006, China
  • Received:2018-07-09 Online:2019-01-01 Published:2019-01-01

摘要: 基于青年亚文化视角,从社会、资本、青年群体主观情感以及媒介技术等方面考察移动网游火爆的内在机理,发现传播格局转向下"游戏化生存"的媒介景观、青年获取亚文化资本的强烈需求、青年自我认同以及沉浸体验的情感需求是移动网游火爆的四大原因。从青年亚文化角度看,移动网游有积极意义:通过趣缘结成的网络共同体有助于建构青年群体的自我认同;基于移动网游的网络共同体可以充当个人与社会的连接中介,通过让青年群体宣泄负面情绪实现社会秩序的稳固。然而,移动网游本质上是对青年群体情感需求的一种虚假满足,因此,移动网游无助于青年群体情感需求的最终满足;虚拟社群中的多元角色扮演亦会影响青年群体自我认同的构建;移动网游还会导致青年群体丧失主体理性。

关键词: 青年亚文化, 移动网游, 自我认同, 主体理性, 情感消费

Abstract: From the perspective of youth subculture, this paper investigates the internal mechanism of mobile online games in respects of society, capital, subjective emotions of young people and media technology. The investigation reveals that the major reasons for the popularity of mobile online games are the media landscape of "gamification-based survival", the strong demand for youth to acquire sub-cultural capital, the self-identity of youth and the emotional needs of immersive experience. Mobile online games have positive significance in youth subculture. On the one hand, the online community of shared interest can help to build self-identity of youth groups. On the other hand, the online community based on mobile online games can serve as a connection between individuals and society, a channel for the youth to vent negative emotions, and thus contributes to social stability. However, mobile online games essentially satisfy the virtual emotional needs of the youth group instead of the real emotional needs; multi-role play in the virtual community will also affect the self-identification of the youth groups. The construction of mobile online games will also lead to the loss of subject rationality among the youth groups.

Key words: youth subculture, mobile online games, self-identification, subjective rationality, emotional consumption

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