國產(chǎn)網(wǎng)絡(luò)游戲現(xiàn)狀及問題對策
發(fā)布時間:2018-04-29 03:13
本文選題:游戲時空 + 認(rèn)知失調(diào); 參考:《山東師范大學(xué)》2012年碩士論文
【摘要】:20世紀(jì)末,伴隨著互聯(lián)網(wǎng)技術(shù)的發(fā)展和世界范圍內(nèi)的普及,一種以互聯(lián)網(wǎng)為傳播媒介的新興數(shù)字娛樂形式——網(wǎng)絡(luò)游戲誕生了。正如影視誕生帶給人們的震撼體驗(yàn)一樣,網(wǎng)絡(luò)游戲的問世,更是以前者都無法比擬的速度在世界范圍內(nèi)傳播,并受到眾多中、青年人的歡迎和追捧,在發(fā)展過程中形成了自己獨(dú)特的美學(xué)特征。在中國,網(wǎng)絡(luò)游戲經(jīng)過21世紀(jì)前十年的快速發(fā)展期后,形成了相對穩(wěn)定的國內(nèi)網(wǎng)絡(luò)游戲市場和龐大的產(chǎn)業(yè)鏈條,并出現(xiàn)了一批以《誅仙2》、《天龍八部》、《尋仙》等為代表的優(yōu)秀國產(chǎn)網(wǎng)絡(luò)游戲作品,且每年都有大量的國產(chǎn)網(wǎng)游新作問世,這使得國內(nèi)網(wǎng)絡(luò)游戲市場呈現(xiàn)出一片繁榮的景象,展現(xiàn)出了蓬勃的生命力。在提供給廣大受眾審美娛樂體驗(yàn)的同時,,呈現(xiàn)出國產(chǎn)網(wǎng)絡(luò)游戲自己的本土文化特色。當(dāng)前的網(wǎng)絡(luò)游戲產(chǎn)業(yè)已經(jīng)成為社會主義文化的重要組成部分,在傳播過程中擔(dān)負(fù)著審美娛樂與審美教育的責(zé)任。 然而,網(wǎng)絡(luò)游戲在本質(zhì)屬性上的娛樂至上決定了其與傳統(tǒng)藝術(shù)形式的區(qū)別。以視聽元素為主的呈現(xiàn)形式,憑借互動性、自由性以及開放性等優(yōu)勢,使網(wǎng)絡(luò)游戲在很短的時間內(nèi),便超越了同樣以視聽為呈現(xiàn)方式的影視藝術(shù)。借助比影視藝術(shù)要求更高的特效制作和足以和當(dāng)前高清電影相媲美的視頻質(zhì)量以及獨(dú)具特色的音樂,將受眾的各種感官充分調(diào)動起來,消弭了受眾與網(wǎng)絡(luò)游戲的心理距離,為廣大的游戲受眾提供了豐富的視聽覺盛宴。這種新興的藝術(shù)形式極大的拓寬了受眾的視聽需求和娛樂范圍,成為當(dāng)前社會重要的審美娛樂方式之一。因此,研究網(wǎng)絡(luò)游戲,對于當(dāng)前了解人們的文化需求具有重要的意義。而國產(chǎn)網(wǎng)絡(luò)游戲起步晚、發(fā)展時間過短、發(fā)展速度過快,使國產(chǎn)網(wǎng)絡(luò)游戲在發(fā)展道路上步伐顯得虛浮。片面注重發(fā)展速度和經(jīng)濟(jì)效益,使國內(nèi)網(wǎng)絡(luò)游戲在研發(fā)過程中表現(xiàn)的急功近利,致使網(wǎng)絡(luò)游戲產(chǎn)品商業(yè)屬性與文化藝術(shù)內(nèi)涵出現(xiàn)嚴(yán)重失衡,直接影響了當(dāng)前國產(chǎn)網(wǎng)絡(luò)游戲的總體質(zhì)量。對血腥、暴力、色情等元素的大肆宣揚(yáng),加劇了網(wǎng)絡(luò)游戲沉迷、未成年人犯罪等社會負(fù)面問題的出現(xiàn),使網(wǎng)絡(luò)游戲成為未成年人教育的反面典型,被部分人群深惡痛絕,使網(wǎng)絡(luò)游戲在藝術(shù)的道路上出現(xiàn)了偏離。當(dāng)前國外關(guān)于中國網(wǎng)絡(luò)游戲存在的具體問題的研究十分稀少,國內(nèi)對于網(wǎng)絡(luò)游戲的研究多是從政治、經(jīng)濟(jì)、計算機(jī)等領(lǐng)域進(jìn)行的專業(yè)闡述,而從藝術(shù)學(xué)、傳播學(xué)領(lǐng)域系統(tǒng)全面的闡述當(dāng)前網(wǎng)絡(luò)游戲在發(fā)展過程出現(xiàn)的問題還很少。因此,從這一角度研究國產(chǎn)網(wǎng)絡(luò)游戲在當(dāng)前發(fā)展過程中暴露出的缺點(diǎn)和漏洞并針對問題提出合理化的對策和建議,對國產(chǎn)網(wǎng)絡(luò)游戲的健康發(fā)展具有重要的作用。論文從網(wǎng)絡(luò)游戲發(fā)展概覽入手,按照傳播學(xué)五要素的順序?qū)Ξ?dāng)前國產(chǎn)網(wǎng)絡(luò)游戲發(fā)展過程中出現(xiàn)的問題進(jìn)行了分析和總結(jié),并針對問題提出切實(shí)可行的建議,這也是本文的創(chuàng)新點(diǎn)。
[Abstract]:At the end of the twentieth Century, with the development of Internet technology and the popularity of the world, a new form of digital entertainment, with the Internet as the medium, was born. In China, after the rapid development period of ten years before twenty-first Century, online games have formed a relatively stable domestic network game market and a huge industrial chain, and a batch of "2>", "Tianlong eight", "search for immortals" have appeared. On behalf of the outstanding domestic network game works, and every year a large number of domestic net game new works come out, which makes the domestic network game market presents a prosperous scene, showing a vigorous vitality. At the same time providing the audience's aesthetic and entertainment experience, the domestic network games have their own local cultural characteristics. The former online game industry has become an important part of socialist culture, and it shoulders the responsibility of aesthetic entertainment and aesthetic education in the process of communication.
However, the entertainment supremacy of network games on the essential attributes determines the difference between the game and the traditional art form. In the form of visual and audio-visual elements, with the advantages of interaction, freedom and openness, online games have surpassed the same movie and television art in a very short time, with the aid of film and television art. Higher special effect production and the video quality as well as the unique music that are comparable to the current high-definition movies, fully mobilize the various senses of the audience, eliminate the psychological distance between the audience and the online games, and provide a rich audio-visual feast for the broad audience. This new art form is greatly widened. The audience's audio-visual demand and the scope of entertainment have become one of the most important ways of aesthetic entertainment in the society. Therefore, the study of online games is of great significance to the understanding of people's cultural needs. The domestic network games have started late, the development time is too short, and the development speed is too fast, so that the domestic network games are on the road of development. A one-sided emphasis on the speed of development and economic benefits, so that the domestic network games in the process of research and development in the process of rapid success and short profit, resulting in the serious imbalance between the commercial property and cultural and artistic connotation of the network game products, directly affecting the overall quality of the current domestic network games. The wild publicity of the elements of blood, violence and pornography has intensified the net. The emergence of social negative problems such as network game addiction and juvenile delinquency makes network games a negative typical of minors' education, which is abhorred by some people and deviates from the road of art. At present, there are few studies on the specific problems existing in Chinese online games. The research of games is mainly elaborated from the fields of political, economic and computer fields. From the field of art and communication, there are few problems in the development process of the current network games. Therefore, the shortcomings and loopholes exposed in the development process of domestic network games are studied from this angle. The paper puts forward the countermeasures and suggestions for rationalization, which plays an important role in the healthy development of domestic network games. This paper, starting with the overview of the development of network games, analyzes and summarizes the problems arising in the development of the current domestic network games according to the order of the five elements of communication science, and puts forward practical suggestions on the problems. It is the innovation point of this article.
【學(xué)位授予單位】:山東師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2012
【分類號】:F49
【引證文獻(xiàn)】
相關(guān)期刊論文 前1條
1 張熙晨;;游戲制作專業(yè)就業(yè)前景分析[J];現(xiàn)代閱讀(教育版);2013年10期
相關(guān)碩士學(xué)位論文 前1條
1 李靜;文化批判視野下的中國網(wǎng)絡(luò)游戲研究[D];大連理工大學(xué);2013年
本文編號:1818132
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