中文体育类核心期刊

中国人文社会科学期刊AMI综合评价(A刊)核心期刊

《中文社会科学引文索引》(CSSCI)来源期刊

美国《剑桥科学文摘》(CSA)收录期刊

中国高校百佳科技期刊

具身体验与数字劳动:电子竞技网络媒体传播效果的发生机制

Embodied Experience and Digital Labor: The Mechanism of E-Sports' Communication Effect in Network Media

  • 摘要: 明确电子竞技媒介传播效果的发生机制是理解和评价其效果的。综合运用文献分析和专家访谈方法,基于框架理论,从具身体验和数字劳动的视角,分析电子竞技网络媒体传播效果的形成过程及存在的关系维度,从理论应用、用户体验和平台运作等层面提出优化策略。认为:电子竞技网络媒体传播效果源自传媒商业化和青年亚文化之间的相互博弈,博弈的维度是以具身体验为基础的“认同”和数字劳动所引发的“消费”,博弈的结果表现为经由具身体验产生的情感认同、行为认同和身份认同能够形塑网络商业思维,并在数字劳动中形成符号消费、权力消费和空间消费,建构网络文化关系。提出:应从游戏理论视角重新审视电子竞技网络媒体传播效果,并从具身体验和数字劳动2个维度优化电子竞技网络媒体传播效果。

     

    Abstract: A specific mechanism is the premise to understand and evaluate the communication effect of e-sports media. From the angles of embodied experience and digital labor, literature analysis and expert interview are used starting with frame theory to analyze the forming process and the relationship of e-sports' communication effect in network media, and some suggestions are provided in theory application, user experience and platform operation. It holds that the communication effect of e-sports in network media is derived from the game between the media commercialization and the youth subculture. The dimension of this game is the "identity" based on the embodied experience and "consumption" caused by the digital labor. The result is the emotional identification, behavioral identification and identity identification from embodied experience, which can shape the business mind in network.Also, the symbolic consumption, power consumption and space consumption can be formed in the digital labor, which can construct the relationship in network culture. Based on this mechanism, it is finally proposed to re-examine the communication effect of e-sports in network media from the perspective of "play theory", and the optimized path is designed from the dimensions of embodied experience and digital labor.

     

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