检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:徐雅容 XU Yarong(Taiwan Chengchi University,Taiwan,10001,China)
机构地区:[1]台湾政治大学,中国台湾10001
出 处:《文化创新比较研究》2021年第36期118-121,共4页Comparative Study of Cultural Innovation
摘 要:民初上海,游戏场作为新的休闲娱乐产业快速发展,游戏场报亦随之萌芽。游戏场报萌发之初,《新世界》和《大世界》有一定的代表性,它们为游戏场引入观众,功不可没。文章梳理了游戏场与游戏场报之间的商业关联,分析了游戏场报形塑游戏场所呈现的话语策略。并从这些话语策略中,探寻民初媒体中地方意识的建构,与商业娱乐刊物大众化的历程。At the beginning of the Republic of China,Shanghai,as a new leisure and entertainment industry,developed rapidly,and the game market newspaper also sprouted.At the beginning of the emergence of the game field newspaper,new world and big world were representative to some extent.They contributed to the introduction of audiences into the game field.This paper attempts to sort out the business relationship between the game field and the game field newspaper,and analyze the discourse strategy of the game field shaping the presentation of the game place.From these discourse strategies,we pay attention to the construction of local consciousness in the media in the early Republic of China and the process of the popularization of commercial entertainment publications.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.222