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中文题名:

 《奥比岛》游戏用户怀旧实践研究    

姓名:

 蔡华丽    

保密级别:

 公开    

论文语种:

 chi    

学科代码:

 050302    

学科专业:

 传播学    

学生类型:

 硕士    

学位:

 新闻与传播硕士    

学位类型:

 学术学位    

学位年度:

 2024    

校区:

 北京校区培养    

学院:

 新闻传播学院    

研究方向:

 文化与传播    

第一导师姓名:

 丁汉青    

第一导师单位:

 新闻传播学院    

提交日期:

 2024-06-27    

答辩日期:

 2024-05-25    

外文题名:

 A STUDY ON THE NOSTALGIC PRACTICE OF USERS    

中文关键词:

 媒介与怀旧 ; 媒介技术怀旧 ; 游戏怀旧 ; 游戏用户    

外文关键词:

 Media and Nostalgia ; Media Technostalgia ; Game Nostalgia ; Game user    

中文摘要:

20 世纪 70 年代以来,每十年就会出现一次怀旧潮。近年来,大量经典儿童 网页游戏通过改编成手游再次走向市场,成功掀起游戏领域的怀旧消费热潮。为 探究这一现象背后的深层机制,本研究基于媒介技术怀旧与个人怀旧的理论视角, 以《奥比岛》IP 用户的怀旧叙事为依据,采用深度访谈法和扎根理论,围绕《奥 比岛》IP 用户的怀旧实践开展个案研究,试图系统地梳理 IP 用户与《奥比岛》 IP 这一旧日的媒介形式与文化的互动关系。 研究发现,《奥比岛》游戏用户的怀旧实践包含情感、认知、行为三个面向, 三者之间既存在一定的时间序列上的先后关系,也存在互相影响的关系。 首先,情感面向是 IP 用户怀旧实践的核心,涉及情感对象以及情感倾向两 个方面。《奥比岛》IP 用户怀旧实践的情感对象包括媒介技术、游戏内容、社会 交往、自我参照四个方面,并依照“物质属性-精神属性”的属性呈现序列关系。 《奥比岛》IP 用户怀旧实践的情感倾向包括积极与消极两个维度,其中,积极情 感往往指向 IP 用户过往游戏经历的早期阶段,消极情感往往指向 IP 用户过往游 戏经历的晚期阶段以及当下的游戏体验,表现为对美好过往不可追溯的遗憾。 其次,IP 用户怀旧实践的认知面向包括记忆的唤起与怀旧方式两个方面。怀 旧依赖于对过往记忆的唤醒,因此本研究根据怀旧主体在回忆过程中所需调动的 主观能动性的多少将怀旧的触发机制分为简单回忆与联想回忆两类。怀旧是个体 应对过往与当下之间心理落差所采取的适应策略。因此,本研究根据个体应对怀 旧引发的心理失衡状态采用的认知策略的不同将怀旧方式分为疏离、美化、修复、 反思四种策略。 再次,IP 用户怀旧实践的行为面向主要是指“回归游戏”以及“回归游戏以 外的行为表现”两种结果,且 IP 用户在作出回归游戏与否这一决定之前涉及到 对于该游戏趋近因素与规避因素的现实考量。 最后,研究梳理了 IP 用户怀旧实践三个面向之间的作用机制。从时间序列 来看,IP 用户的游戏怀旧实践包括“认知-情感-再认知-行为”影响机制:情感 记忆的唤起直接触发了怀旧主体的怀旧情感;对过往游戏经历的积极情感与对当 下时空的消极情感导致了怀旧主体的失衡心理,为此,需要寻求不同的怀旧方式 加以缓解,部分怀旧主体可能还需要采取特定的怀旧行为以达到认知的平衡状态。 从各要素的相互关系来看,研究发现:怀旧行为指示情感对象,IP 用户的怀旧行 摘 要 II 为主要围绕怀旧的情感对象展开;现实考量制约行为选择,怀旧行为是感性情感 与理性判断共同导向的结果。 本研究系统性地考察了游戏怀旧实践的各个面向及其相互作用机制,丰富了 怀旧模型的研究成果,是对数字媒介环境下人的主体性的回归。

外文摘要:

There has been a wave of nostalgia every decade since the 1970s. In recent years, a large number of classic children's page games have once again entered the market through adaptation into mobile games, successfully setting off a nostalgic consumption boom in the game field. In order to explore the deep mechanism behind this phenomenon, this study is based on the theoretical perspectives of Media Technostalgia and Personal Nostalgia, based on the nostalgic narration of the IP users of "Obi Island", and adopts the Depth Interview method and Grounded Theory to carry out a case study on the nostalgic practice of the IP users of "Obi Island". This paper attempts to systematically sort out the interactive relationship between IP users and the old media form and culture of "Obi Island" IP. It is found that the nostalgic practice of the users of "Obi Island" contains three aspects: emotion, cognition and behavior, among which there is a certain time series relationship, and there is a mutual influence relationship. First of all, emotional orientation is the core of IP user nostalgia practice, involving two aspects: emotional object and emotional tendency. The emotional objects of nostalgia practice of IP users in "Obi Island" include four aspects: media technology, game content, social interaction and self-reference, and the sequence relationship is presented according to the attributes of "material attributes - spiritual attributes". The emotional tendency of nostalgia practice of IP users in "Obi Island" includes two dimensions: positive and negative. Among them, positive emotions tend to point to the early stage of IP users' past game experience, while negative emotions tend to point to the late stage of IP users' past game experience and the current game experience, which is manifested as irrevocable regret for the good past. Secondly, the cognitive aspect of IP users' nostalgic practice includes the evoking of memory and the way of nostalgia. Nostalgia depends on the awakening of past memories, so this study divides the triggering mechanism of nostalgia into simple recall and associative recall according to the amount of subjective initiative that nostalgic subjects need to mobilize in the recall process. Nostalgia is an adaptive strategy used by individuals to cope with the psychological gap between the past and the present. Therefore, according to the different cognitive strategies used by individuals to cope with the psychological imbalance caused by nostalgia, this study divides nostalgia into four strategies: alienation, beautification, repair and reflection. ABSTRACT IV Thirdly, the behavioral aspect of IP users' nostalgic practice mainly refers to the two results of "return to the game" and "behavior outside the return to the game", and IP users involve the realistic consideration of the approaching factors and avoidance factors of the game before making the decision to return to the game. Finally, the paper studies the mechanism between the three aspects of IP user nostalgia practice. From the perspective of time series, IP users' game nostalgia practice includes "cognitive-emotion-re-cognitive-behavior" influence mechanism: the arousal of emotional memory directly triggers the nostalgia of the nostalgic subject; The positive emotion to the past game experience and the negative emotion to the current time and space lead to the psychological imbalance of the nostalgic subjects, so it is necessary to seek different nostalgic ways to alleviate it, and some nostalgic subjects may also need to adopt specific nostalgic behaviors to achieve cognitive balance. From the mutual relationship of each element, the research finds that nostalgic behavior indicates the emotional object, and the nostalgic behavior of IP users mainly revolves around the nostalgic emotional object; The realistic consideration restricts the choice of behavior, and the nostalgic behavior is the result of the common guidance of perceptual emotion and rational judgment. This study systematically examines the various aspects of game nostalgia practice and their interaction mechanisms, enriching the research results of nostalgia model, and is a return to human subjectivity in the digital media environment.

参考文献总数:

 131    

馆藏号:

 硕050302/24010    

开放日期:

 2025-06-27    

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