吸引、联结、展演:女性向游戏角色与玩家之间的拟社会互动  

Attracting,Connecting,and Showcasing:the Quasi Social Interaction Between Female Oriented Game Characters and Players

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作  者:燕道成[1] 王卓青 施雨晴 YAN Daocheng;WANG Zhuoqing;SHI Yuqing(School of Journalism and Communication,Hunan Normal University,Changsha Hunan 410081,China;School of Communication and Media,Guangzhou Huashang College,Guangzhou Guangdong 511300,China)

机构地区:[1]湖南师范大学新闻与传播学院,湖南长沙410081 [2]广州华商学院传播与传媒学院,广东广州511300

出  处:《长沙大学学报》2024年第6期61-68,共8页Journal of Changsha University

基  金:国家社科基金重点项目“青少年网络社会心态引导研究”(24AXW011);湖南省社会科学基金重大项目“学术湖南”精品培育项目“青少年网络文明建设体系研究”(22ZDAJ006)。

摘  要:随着网游经济的发展和消费升级,女性已经逐渐成为网游消费的重要力量,由女性消费引发的“她经济”已经成为网游市场重要的消费驱动力。女性向游戏是专门针对女性研发的游戏,在国内市场,这类游戏主要分为乙女游戏、休闲换装类游戏、群像育成游戏、女尊养成类游戏及拟真养宠类游戏。女性向游戏具有优美精良的画面制作、优秀新颖的角色设定、贴切性感的人物配音及跌宕起伏的故事对话等特点,因此,玩家可能会沉浸甚至沉迷于网游所设定的虚拟世界,通过“想象”对游戏中的完美角色产生情感依恋,与虚拟游戏角色建立人际关系,形成拟社会互动,进而催生认知、情感、行为等方面的变化。在女性向游戏中,女性玩家的情感焦虑与自我建构需求吸引其与游戏角色进行亲密互动,而网络游戏所设计的多元符号系统与深度沉浸体验成为二者的情感联结。与此同时,游戏仪式和身份认同促使玩家进行单向展演,由此,玩家情感异化为消费客体,男凝视角被颠覆,性别刻板印象的藩篱被冲破,女性从“被凝视”走向“凝视”。With the development of online gaming economy and consumption upgrading,women have gradually become the important force of online gaming consumption,and the“she economy”triggered by female consumption has become an important driving force for consumption in the online gaming market.Female oriented games are games specifically developed for women.In the domestic market,these types of games are mainly divided into female oriented games,casual dress up games,group image cultivation games,female honor cultivation games,and realistic pet raising games.Female oriented games have the characteristics of beautiful and exquisite visual production,excellent and novel character settings,appropriate and sexy character voiceovers,and ups and downs of story dialogues.Therefore,players may immerse themselves in or even become addicted to the virtual world set by online games.Through“imagination”,they may develop emotional attachment to the perfect characters in the game,establish interpersonal relationships with virtual game characters,form quasi social interactions,and thus stimulate changes in their cognition,emotions,behavior,and other aspects.In female oriented games,the emotional anxiety and self construction needs of female players attract them to engage in intimate interactions with game characters.The multi symbol system and deep immersive experience designed in online games become the emotional connection between the two.At the same time,game rituals and identity recognition prompt players to perform unidirectionally,thereby alienating players’emotions into consumption objects,overturning male perspectives,breaking down gender stereotypes,and women moving from“being stared at”to“staring at”.

关 键 词:拟社会互动 女性向 网络游戏 情感 角色 

分 类 号:G206.3[文化科学—传播学]

 

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