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The Effects Of Media Ritual:Identity And Practice A Study On The Influence Of E

Posted on:2016-04-22Degree:MasterType:Thesis
Country:ChinaCandidate:Y ChenFull Text:PDF
GTID:2297330461957585Subject:Communication
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In 2003, the State Sports General Administration announced the e-sports as the 99th official sports programs. With the developments of online games markets and the support of industry policy, e-sports are becoming more and more popular. The big difference between e-sports games and traditional online games is that:more professional and more frequent event system, which cultivate a number of e-sports stars and teams. The e-sports gaming events affect teenagers’self-identity and group identification, which even shape their collective honor and patriotism from e-sports. The dream of e-sports occurs in teenagers and stimulate the consumption and production of e-sports gaming events.This paper is based on the rite theory to discuss the impact of e-sports event for young players. The rite is the aggregates of symbol and the public space of identity. E-The gaming events transport symbols to audiences through ritual media. The audiences read meanings of symbols to get pleasure and meanings of ritual. All of these make them conduct a cognitive construct, confirm the identity to maintain group identification and further promote the practice of audiences’ behavior:consumption and production.The study found that E-Sports event is a special online ceremony. The broadcasting of E-Sports events create a special field. Media ritual of the broadcasting of E-Sports bring players cultural representation and metaphor through a variety of symbols. The system of symbol in rite is is exclusive to shape and strengthen the ritual myths, beliefs and feelings, and collective memory in the form of identity in groups, and enhance community cohesion and solidarity. Identity is an important effect of the rite, which is the integration of personal identity to the identity of the group and derived from the compensation to the rite limen. While the ruling class wants to use "e-sports" to incorporate online games, but this incorporation form allows players to master the cultural capital.
Keywords/Search Tags:e-sport, ritual, media ritual, identity, limen, hegemony, collective memory
PDF Full Text Request
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