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An Analysis Of Online Game Webcast In The Viewpiont Of Online Game Subculture

Posted on:2018-02-13Degree:MasterType:Thesis
Country:ChinaCandidate:Z RuanFull Text:PDF
GTID:2348330518477387Subject:Press and Communication
Abstract/Summary:PDF Full Text Request
As a new media that relies on streaming media technology to support information in real-time transmission,webcast has only spent three years or less from its coming into existence to developing into a great trend.However,its flourishing momentum and impacting on socio-economic and cultural life can't be ignored.According to the current situation,webcast has been penetrating into people's daily life gradually and changing our life in an imperceptible way.The biggest feature of webcast is its instantaneity in information transmission.The users can not only click to enter any live webcasts to watch live shows,but also apply for a live webcast to start their own live show through a webcast platform.Since information release and receive almost are synchronous in the live webcast,the process of information transmission can be completed in the fastest speed,greatly improving the "the new"degree of information which the users receive.Another important feature of webcast is its strong interactivity based on its real-time transmission,and the limitations of time and space in information dissemination are completely broken by real-time transmission;because there is no delay,the communication and interaction between users becomes more smooth through webcast,this strong interaction can create a more real sense of being personally for the users.This thesis selects the online game live and online gaming clan as the research object,and puts out improvements of the webcast's impacts on online game subculture,mainly discusses the new look of online subculture under its influences.Through a painstaking combing of the related literature,this thesis elaborates the group representation of online games subculture and the media characteristics of online game webcast platform.Online game subculture is a kind of culture about how to "have fun",its group representations mainly include showing one's resistance in a recreational way,constracting oneself through making things meaningful,gaining virtual identity and sense of belonging as well as getting rid of the social stereotype of,deviant youths".Online game webcast platforms pay attention to the discourse of ordinary users and let users "produce" amusing matters,making webcast meaningful through a two-way transmission.A research on network ethnography is the focus of this paper.Through a long-term field observation in Online Gaming Clan and Online Game Live,we seek to find out the intersection of live online game users and online games clan,and deeply study their life style and cultural representation.Online games subculture has experienced a space shift from online game to webcast room,from"line" to "online",from "niche" to "universal" under the influence of online games.In addition,the group identity and social role of online games clan have also undergone an important change.In the final part,this thesis describes the existence predicament of online games webcast in the context of mainstream culture and suggests that innovation is needed if online games webcast wants to keep life and avoids being"swallowed" by mainstream culture and business system.
Keywords/Search Tags:webcast, online game, online games subculture, users, real-time communication
PDF Full Text Request
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