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作 者:姚旭 钟祥铭[2] Yao Xu;Zhong Xiangming
机构地区:[1]浙江理工大学科技与艺术学院,浙江绍兴312000 [2]浙江传媒学院互联网与社会研究院,浙江杭州310018
出 处:《传媒观察》2023年第1期73-83,共11页Media Observer
基 金:中央高校基本科研业务费资助;浙江省教育厅一般项目“智能媒体时代大学生亚文化传播研究——以‘滑板’亚文化为例”(Y201941997)的阶段性成果。
摘 要:通过对“中国网络游戏”进行溯源,结合海内外学术展开文献计量分析,本文尝试以网络游戏全球史的角度,系统性地梳理作为传播学、社会学及人文学等学科重要研究领域的“网络游戏”概念,探讨其在数字化空间建构中的理论路径与核心议题。从“网络游戏”时间线延展至政府政策导向,话语变迁的纵深也正体现出意识形态的转变:一边是热络的玩家与企业,一边是忧心忡忡的社会舆论。本文以“技术-产业-文化”三位一体论述“中国网络游戏史”研究的谱系,提炼当下最受关注的游戏产业与“虚拟现实”的媒介弥合现象。“网络游戏”本体研究作为如今国际学术界的热点之一,在国内传播与媒介研究中常被污名化。故而对于仍处于拓荒阶段的“中国网络游戏史”而言,本文期望探究其发展之路。By tracing the source of "Chinese online games" and carrying out bibliometric analysis combined with domestic and foreign academics,this article attempts to systematically sort out "Internet games" as an important research field of communication,sociology,and humanities from the perspective of the global history of online games. The concept of "game" discusses its theoretical path and core issues in the construction of digital space. Extending from the timeline of "online games" to the government’s policy orientation,the depth of discourse changes also reflects ideological changes. On the one hand,there are enthusiastic players and companies. And on the other hand,there are worried public opinions. The author discusses the pedigree of "Chinese online game history" research based on the trinity of "technology-industry-culture",and extracts the phenomenon of media bridging between the game industry and "virtual reality" that is currently the most concerned. As one of the hot spots in international academic circles,the ontology research of "online games" is often stigmatized in domestic communication and media studies. Therefore,for the "History of Online Games in China",which is still in the pioneering stage,this article hopes to explore its development path.
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