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谢伏瞻
    中国社会科学院学部委员,学部主席团主席,研究员,博士生导师。历任中国社会科学院院长、党组书记,国务院发展中心副主... 详情>>
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    恐慌的消逝:从“电子海洛因”到电子竞技

    摘要

    20世纪90年代,以街机为代表的电子游戏开始进入中国大陆。当时,游戏场所被视作危险空间,游戏者被判定为越轨者,而电子游戏则被指责为毒害青少年身心健康的“电子海洛因”,并在世纪之交接连遭受家长控诉、媒体曝光、专家批判,以及政府打击。随着游戏的流行迭代及其进入家居生活,公众针对危险空间的恐慌暂时平息,但“网络(游戏)成瘾”在2004年前后又重启了公众对游戏的恐慌。沉迷游戏的上网者被相关专家诊断为“网瘾”,亟须矫正或治疗。直至网戒产业的相关黑幕被媒体曝光,公众针对“网瘾”的恐慌才暂告一段落。游戏污名的消退得益于三个原因。首先,流行游戏本身在迭代更替,表现为角色扮演类游戏的衰落与电子竞技类游戏的兴起,其商业模式从点卡售卖、道具付费拓展为泛娱乐全产业链运营。其次,各级政府以“发展民族游戏”为口号,促进绿色、健康游戏产业的发展,并为国产游戏事业解绑。最后,原先的游戏玩家如今长大成人,获得了更多的话语权,结成趣缘社群,广泛联结,同声相求。游戏逐渐成为一种融社交、时尚、竞技于一体的新型娱乐方式。

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    Abstract

    Video games(largely arcade games)popped up in mainland China in 1990s. At the beginning,game-playing venues were viewed as dangerous places,and the young addictive players were thought as losers and deviants. Video games,as sorts of “electronic heroin” accused of poisoning the youth,had been undergoing the condemnation from China's parents,the exposure in the press,and the restrictions by government. When games became increasingly accessible in everyday life,the concern on the chaotic game-playing venues subsided. However,so called “Internet Addiction”,resulting from the domination of MMORPGs(like World of Warcraft),ignited the public panic again in about 2004. The “Web Junkies”,who were obsessive about online games,were diagnosed to have “Internet Addiction”,so they need timely treatments accordingly. The public panic didn't come to an end until the ugly truth of anti-“Internet Addiction” industries were disclosed by investigative journalism. Today,video game is viewed as an acceptable form of daily entertainment. Firstly,traditional MMORPG(like WoW)were eclipsed by more game genres(like eSports). And the business models of video games had been profoundly changed. Secondly,taking advantage of the slogan of “Minzu Games”,the administration had been prompting the domestic video game industries,by unlocking the restraints and even sponsoring some “minzu” game projects. Thirdly,the first generation of game-players had grown up and acquired the rights to speak for games. More and more game fans engaged in interest-related communities(like ACG fandoms). Video game is not only everyday form of entertainment,but an integral part of social media in China now.

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    作者简介
    施畅:施畅,暨南大学新闻与传播学院讲师。
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