解讀當(dāng)代青年數(shù)字游戲亞文化的發(fā)展
發(fā)布時(shí)間:2018-05-01 06:33
本文選題:青年 + 數(shù)字游戲亞文化; 參考:《山東青年政治學(xué)院學(xué)報(bào)》2016年02期
【摘要】:國內(nèi)數(shù)字游戲亞文化大致經(jīng)歷了萌芽期、全面繁榮期、網(wǎng)絡(luò)游戲興盛期和變革調(diào)整期四個(gè)階段的發(fā)展。其發(fā)展存在政府部門在滿足青年的娛樂要求與防止青年過度沉溺其間尋求平衡、實(shí)現(xiàn)既對(duì)數(shù)字游戲消費(fèi)進(jìn)行監(jiān)管又確保數(shù)字游戲產(chǎn)業(yè)的健康發(fā)展、缺乏相關(guān)游戲分級(jí)制度以及對(duì)網(wǎng)絡(luò)游戲以外游戲產(chǎn)品的監(jiān)管明顯滯后等問題。引導(dǎo)國內(nèi)青年數(shù)字游戲亞文化的健康發(fā)展,要客觀公正地對(duì)待其地位和作用、開放并規(guī)范數(shù)字游戲市場和建立完善的數(shù)字游戲分級(jí)制度、構(gòu)建數(shù)字游戲亞文化與社會(huì)主流文化的交流平臺(tái)等。
[Abstract]:The subculture of digital games in China has experienced four stages: budding period, overall prosperity period, flourishing period of online game and reforming and adjusting period. It exists that government departments seek a balance between meeting the entertainment requirements of young people and preventing youth from indulging too much in order to regulate the consumption of digital games and ensure the healthy development of the digital game industry. Lack of related game classification system and the supervision of games other than online games obviously lagged behind. To guide the healthy development of the subculture of digital games among young people in China, it is necessary to treat its status and role objectively and fairly, to open and standardize the digital game market and to establish a perfect grading system for digital games. Construct the communication platform of digital game subculture and social mainstream culture.
【作者單位】: 山東工藝美術(shù)學(xué)院思政部;
【分類號(hào)】:C913.5;G124
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