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作 者:蒋磊[1] JIANG Lei(College of Humanities,Hainan University,Haikou,Hainan 570228,China)
出 处:《广州大学学报(社会科学版)》2024年第2期17-24,共8页Journal of Guangzhou University:Social Science Edition
基 金:海南省哲学社会科学研究基地课题[HNSK(JD)21-7]。
摘 要:数字时代大众文化的典型特征之一是“游戏性”,正是通过游戏,网络大众重塑了感觉结构,使“游戏性情感”成为主导性情感模式。在“网抑云”文化现象中,忧郁感不仅是可分享的,更是可机械复制的,忧郁的书写者通过忧郁文字的复制性生产,实现了对忧郁的超越。在网络爽文中,引发愤怒与制造快感成为一种元叙事层的程序,读者对“爽点”的体验源于这种程序,无关正义。网络虐文的读者在阅读中“自找苦吃”,其阅读体验中的“痛感”是无意义的,是对痛苦的“玩弄”。游戏化是数字化环境中发生的“静悄悄的革命”,它可能改造网络大众的感觉结构,使之在游戏中形成“不严肃”的共有经验。当网络大众普遍达成了“玩游戏”的共识,就可能形成主体互认的、真正的“情感共同体”。因此,我们应当保卫“游戏场”。In the digital age,one of the typical characteristics of popular culture is"plafulness".It is through games that the online public reshape the sensory structure,making"playful emotion"the domi-nant emotional mode.In the cultural phenomenon of"NetEase Cloud",melancholy is not only shareable,but also mechanically replicable.The melancholy writers achieve the transcendence of melancholy through the replicative production of melancholy words.In Internet jouissance articles,inducing anger and creating pleasure has become a meta-narrative-level procedure.Readers′experience of"jouissance points"originates from this procedure and has nothing to do with justice.Readers of online abusive arti-cles always"seek pain for themselves"while reading,and their"pain"is meaningless.They treat pain with a playful attitude.Gamification is a"quiet revolution"that occurs in the digital environment.It may transform the sensory structure of the Internet public and enable them to form a"nonserious"shared expe-rience in games.When the Internet public generally reach a consensus on"playing games",it is possible to form a true"emotional community"in which subjects recognize each other.Therefore,we should de-fend the"playing field".
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