传播学理论视域下的移动电子竞技研究——以《王者荣耀》为个案研究  被引量:5

Research on Online Mobile Games from the Perspective of Communication Theory

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作  者:张璇[1] 刘媛媛[1] Zhang Xuan;Liu Yuanyuan

机构地区:[1]广州体育学院体育新闻与传播系

出  处:《传媒观察》2018年第8期51-59,共9页Media Observer

基  金:2015年度广东省高等教育教学改革项目,项目编号:391

摘  要:移动电子竞技作为游戏的一项细分领域,其出现大大弥补了传统电子竞技在使用过程上的不足与局限性。移动电竞既为人们提供了随时随地游戏的娱乐环境,也促进了一大批相关游戏产业的发展。为了促使移动电竞更好发挥其社会价值,本文从传统传播学理论视角出发,将现象级移动电竞游戏《王者荣耀》作为个案进行分析,采用数据分析法和个案研究法,着重分析移动电竞的发展在传统传播学理论的继承与颠覆;客观剖析移动电竞自身存在的缺陷和问题,并给出合理的建议。通过研究发现,目前我国移动电子竞技文化发展氛围整体良好,局部仍存在刻板印象;受众未成年群体占比大,沉迷现象频生;传播内容短平快,产品周期缺乏稳定性。因此,本文建议应营造更为宽松的传播环境,提高产品的社会责任感;完善防沉迷机制,培养受众良好的电竞习惯;开发更有深度的游戏内容,提高移动电竞核心竞争力。As a new niche of video game, online mobile is a great supplement for the shortcomings and limitations of traditional electronic games. Online mobile games not only provides people with the entertainment environment of the game at any time, but also promotes the development of a large number of related game industry. In order to give full play to online mobile games, from the perspective of traditional communication theory, this paper analyzes the phenomenon-level mobile game "The Glory of the King" as a case, using data analysis method and case study method, emphatically analyzes the inheritance and subversion of the development of online mobile games in the traditional communication theory. It objectively analyzes the defects and problems, and gives suggestions for the future development Of online mobile games. Through the research, it is found that the development environment of mobile e-games in China is generally good in spite of some stereotypes. Meanwhile, most of the target groups are youngsters, and addiction occurs frequently. The content is largely simple and temporal and the product circle is not stable. Therefore, this paper suggests that we should create a more relaxed communication environment, improve the social responsibility of products, strengthen the anti-addiction mechanism, foster good user habits, develop more in-depth game content, and improve the core competitiveness of online mobile games.

关 键 词:传播学模式 移动电子竞技 《王者荣耀》 中国电竞产业 

分 类 号:G206[文化科学—传播学]

 

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