Font Size: a A A

Research On Self-presentation And Virtual Consumption Behavior Online Game Players

Posted on:2020-06-08Degree:MasterType:Thesis
Country:ChinaCandidate:S X QiFull Text:PDF
GTID:2417330572473735Subject:Journalism and Communication
Abstract/Summary:PDF Full Text Request
Maslow once proposed that people have five needs.With the prosperity of human civilization and the progress of science and technology,people are no longer satisfied with the basic physiological needs and security needs.Especially after the Internet era,the internal social needs,self-esteem needs and self-actualization needs of human beings are constantly amplified.The network game,this kind of satisfies people individual spirit demand the science and technology product has come into being at the historic moment.Virtual consumption behavior in online games is a bridge between players and the game itself.It not only represents the commercial value of the game,but also reflects the psychological motivation behind a player's game behavior.In online games,players' self-expression is transformed into the presentation methods such as symbols,behaviors and discourses,which are also closely related to playerst' psychological motivation.As an online game integrated with competition,social contact,characters and stories,QQ racing provides a targeted and representative research platform for this paper.Based on the self-presentation theory,this paper conducts a questionnaire survey,observation and in-depth interview on the self-presentation mode and virtual consumption behavior of the players of QQ flying car,in order to find out the psychological motivation behind the virtual consumption behavior of game players.This paper is divided into six parts.The first chapter is the introduction,which describes the research background,purpose and significance,as well as the research methods and ideas,as well as the current research status analysis.The second chapter analyzes online game players from the perspective of specific data,divides online game players into three categories,introduces the main concepts and theories cited in this paper,and explains the specific research steps and methods in the writing process.The third chapter to the fifth chapter is the main part of the full text,type of heel,sociability,self-gratification player type three categories of self presentation,virtual consumption behavior,and by using the survey data are analyzed,and specific and according to the related theory,to analysis the psychological reason behind such phenomenon,find the emphasis of the different types of players psychological motivation.Chapter six is the conclusion of the whole thesis.Innovation point of this paper is to use the method of observation and depth interview,selection is concentrated complete single paragraph:"QQ speed"players as the research object,based on several main types of gamers a long period of observation and interviews,according to the player's symbols present data,the behavior way,discourse system,classifying the player,Through the analysis of virtual consumption behavior,this paper aims to connect players' self-presentation with their virtual consumption,explore the psychological motivation behind different types of players,and find the focus of their psychological needs.
Keywords/Search Tags:online games, self-presentation, virtual consumption behavior
PDF Full Text Request
Related items