虛擬文化消費(fèi)的基本問題研究
[Abstract]:At present, our country has entered an era of popular consumption. Mass entertainment consumption has expanded from traditional books, DVD, theme parks, playgrounds and other content to the network field. With the development of social economy and the progress of technology, the consumption of virtual culture has become the inevitable trend of the development of human consumption society. With more disposable time and free remaining funds, simple physiological needs can no longer meet the human pursuit of a higher life, attention to the heart, attention to the spirit, Attention to feeling has become a guiding standard for consumers to engage in consumer activities in modern consumer society. Based on the theory of generalized virtual economy, Baudrillard's theory of symbolic consumption and Maslow's theory of hierarchy of demand, this paper takes the consumption of virtual culture as the research object. This paper studies the following problems of virtual culture consumption: the object of virtual culture consumption, the subject of virtual culture consumption and the way of virtual culture consumption. At the same time, in our country, virtual culture consumption is still in its infancy, while bringing people a new consumption experience, there are also many problems, such as online games lead to some teenagers addiction, The virtual assets of consumers in the virtual space have not been effectively protected. In the traditional virtual culture consumption, the price of works of art has been overhyped, giving some speculators the opportunity to take advantage of the opportunities, thus destroying the normal market order, and so on. Through systematic analysis, this paper comes up with its own solution.
【學(xué)位授予單位】:上海交通大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2012
【分類號(hào)】:G124
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