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The Study Based On Cultural Ecology About Edification Of College Students Reflected In Online Game

Posted on:2016-06-01Degree:MasterType:Thesis
Country:ChinaCandidate:Y ZhangFull Text:PDF
GTID:2297330464966394Subject:Principles of Education
Abstract/Summary:PDF Full Text Request
College students are in an important period of formatting their view of life, value, and the world; while in the meantime, online games have become a negligible part of their lives, which provides a cultural-ecological system that is different but closely related to the real world. From the cultural angle, the development of human being is based on certain cultural-ecological environment. In order to understand the development of human, it should be restored to the particular social and cultural context. Impact of culture on human development includes both the development of real social and cultural background and the experience in the network virtual social and cultural systems. This study is based on the perspective of cultural-ecology, deeply understands of online games, accurately grasps the development trend of college students in the online games, and regards online games as a virtual cultural-ecological system, concerns for cultural participation and change in their participation in cultural practices and human interaction in online games. From the individual level, the interpersonal level, and the level cultural communities, this study uses qualitative research methods to typical sample and differences analysis of maximum sampling investigation for college students as online games participants, researching on the edification effect of online role-playing game, expanding researchers’ horizons, and providing a reference for future research.This study demonstrates: on the individual level, online games have edification effect on college students through early experience, cultural community roles and cultural responsibility, use of the individual cultural tools, and example from other individuals, while this edification effect is influenced by their personal life history, cognition and self-reinforcement mechanism of college students. On the interpersonal level, cultural communities have edification effect on college students through the interaction between new players and old players, leaders and participants, and between peers, at the same time, human interaction and activity participation of individuals also rewrite this edification effect. On the cultural level of the community, online games have institutional, moral, and emotional enlightenment, and individuals improve and change the content, method, and style of the effect through participating in social and cultural activities. In view of this, we recommend that students, educators and the game industry treat online games as an edification resource, strengthen self-enlightenment, guide and supervise the industrial norm of online games under the premise of reasonable and moderate arrangements for game time, let college students who participate in online games get positive educate, promote the interpenetrating of the positive edification between real and virtual cultural-ecological systems.
Keywords/Search Tags:Cultural Ecology, College Students, Online game, Edification
PDF Full Text Request
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