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Discourse And Reality:an Analysis Of Media Representation Of Online Games Teenagers’ Image

Posted on:2015-02-14Degree:MasterType:Thesis
Country:ChinaCandidate:G HuangFull Text:PDF
GTID:2268330428472012Subject:Communication
Abstract/Summary:PDF Full Text Request
In the process of the media market, China’s media is undergoing a process of entertainment from the way to the content. In such a communication situation, the teen online gamers, this is a concern and boycott groups by the mainstream culture, and become the media regulars and the object media consumption.From the quantitative and cultural point of view, this master thesis studied the media image of the teen online gamers.Through the analysis of the three decisive force in online teen gamers’living environment, That is, political, economic and cultural mainstream, this graduate thesis discussed the attitude, decision-making and influence that the three areas applied to the teen online gamers respectively. The teen online gamers are located in the "speechless" state under the three powers of political, economic and cultural mainstream.The thesis carried out a quantitative analysis on current Chinese online gamers’media image. After studied the news on the teen online gamers in "China Youth Daily" and www.people.com.cn from January2002to December2013, as well as "Legal Report" in CCTV from January2002to December2013, This paper summed up that news media achieve the right type of online gamers reproduction, that is to say, the "devil " and "victim" through "digital intimidation","negative label","emotional rendering " and "otherness perspective" and other techniques.The article resolved the "devil" and the "victim" image of teen online gamers from the semiotic sense. The contrast of these two highly negative image is not only an economic phenomenon in media market, but a cultural phenomenon in modern society. Because young people are the future of our motherland groups, when they come into contact with "gaming", this is a "scourge" in the public’s eyes generally, they will receive more concerns from government, business, academics, the media, etc. These concerns directly affect the media texts that construct the teen online gamers’image, that is to say, the media image of the teen online gamers reflects social interaction between social parties. Therefore, the media image of the teen online gamers is a "metonymy" result by the news media after the game and conspiracy among political discourse, economic discourse and cultural discourse.Finally, this graduate thesis explored the reconstruction measures on the teen online gamers’media image. As a social instrument, the news media should take up the task to bridge the gap between mainstream society and the teen online gamers, through independent, balanced and fair report to restore the true image of the online teen gamers in order to really take up the social responsibility that supervise healthy development of the online games industry and protect the teen online gamers healthy growth.
Keywords/Search Tags:Stigma, Construction, The teen online gamers, Mediabias
PDF Full Text Request
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