中文题名: | 中国互动影视的传播内容研究 |
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保密级别: | 公开 |
论文语种: | 中文 |
学科代码: | 050302 |
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学生类型: | 硕士 |
学位: | 文学硕士 |
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学位年度: | 2021 |
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研究方向: | 新媒体传播 |
第一导师姓名: | |
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提交日期: | 2021-06-28 |
答辩日期: | 2021-06-28 |
外文题名: | Research on the communication content of Chinese interactive film and television |
中文关键词: | |
中文摘要: |
近年来,随着5G的发展和人工智能、VR、AR技术的革新,互动视频逐步开启了新的消费领域和想象空间。新技术的诞生意味着新机会的来临,它为交互娱乐的发展提供了潜力。未来,互动影视有可能成为视觉文化传播的新领域。本研究以中国互动影视实践为窗口,尝试梳理其发展脉络,对互动影视的研究做文献整理、找出研究短板。同时,以交互叙事、互动仪式链、投射性认同等理论为基础,着力对比互动影视、传统影视和游戏的异同,分析其特征及创新之处。深入观察后发现:“互动”的价值已然被游戏证明。那么随之而来的疑惑在于:互动影视的价值体现在哪里?这是论文所要讨论的关键问题。以内容分析法为导向,研究尝试从剧情(故事)设置、角色设定、互动设计三个维度,对国内具有代表性的30部互动影视作品进行量化分析,并在此基础上选取8名受访者展开半结构式访谈。透过量化研究与质性研究的结合,论文从内容创作与受众体验两个视角,将互动影视的探讨引向深入。研究发现:互动影视的内容特征各具特色,在剧情与角色设计、剧情与互动选项设置间存在相关性,不同类型的互动作品也体现出差异化趋势。而互动效果的影响因素主要为内容制作水准、观众对作品的心理期待以及实际的互动体验。此外,交互界面对剧情的扰动、叙事与交互选项缺乏适配等问题容易导致观众的负面评价。基于此,论文在最后一部分讨论中提出互动影视的“破圈”新路径,归纳出互动影视在传播内容上的三个创新点。结论中,结合当前互动影视生态环境,对其未来发展提供策略性建议。
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外文摘要: |
In recent years, with the development of 5G and the innovation of artificial intelligence, VR and AR technology, interactive video has gradually opened up a new consumer field and imagination space. The birth of new technology means the advent of new opportunities, it provides the potential for the development of interactive entertainment. In the future, interactive film and television may become a new field of visual culture communication.This study takes the practice of interactive film and television in China as the window, and tries to sort out its development context, sort out the literature of the research on interactive film and television, and find out the shortcomings of the research. At the same time, based on the theories of interactive narrative, interactive ritual chain, projective identity, etc., this paper compares the similarities and differences between interactive film and television, traditional film and television, and games, and analyzes their characteristics and innovations. On closer inspection: the value of "interaction" has been proved by games. Then there is the question: what is the value of interactive film? This is the key question to be discussed in this paper. Guided by content analysis method, this study attempts to conduct quantitative analysis on 30 representative domestic interactive film and television works from three dimensions of plot (story) setting, role setting and interaction design, and on this basis, 8 interviewees are selected to conduct semi-structured interviews. Through the combination of quantitative research and qualitative research, this paper leads the discussion of interactive film and television to a deeper level from two perspectives of content creation and audience experience.It is found that the content characteristics of interactive films and TV shows are different, and there is a correlation between plot and character design, plot and interactive option setting. Different types of interactive works also reflect the alienation trend of travel. The main factors influencing the interactive effect are the content production level, the audience's psychological expectation of the work and the actual interactive experience. In addition, the disturbance of the interactive interface to the plot and the lack of adaptation between narrative and interactive options may easily lead to negative comments from the audience. Based on this, in the last part of the paper, the "broken circle" new path of interactive film and television is proposed, and three innovative points of interactive film and television in the communication content are summarized. In the conclusion, combined with the current interactive film and television ecological environment, the future development of its strategic suggestions. |
参考文献总数: | 58 |
馆藏号: | 硕050302/21014 |
开放日期: | 2022-06-28 |