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Research On China’s Image In Electronic Games Of Western World

Posted on:2020-04-24Degree:MasterType:Thesis
Country:ChinaCandidate:L Y HuangFull Text:PDF
GTID:2417330596480264Subject:Comparative Literature and World Literature
Abstract/Summary:PDF Full Text Request
Video game is a kind of cultural commodity,which has developed rapidly since 1950 s.In the 21 st century,due to the rapid popularity of computer,video games have gradually become a new entertainment for the public,and are known as the "Ninth Art".Real-time strategic game is a popular form of video game.Its motif is war.The theme of the game is that countries,civilizations or organizations around the world confront each other in the form of war.Because of the success of marketing methods,the diversity of game settings and the abundance of game narrative,real-time strategic games created by European and American countries are widely welcomed by players all over the world.As the "other" of Western civilization and a new force in the world,China has appeared in the game many times in the form of game camp or game narrative background.This makes the performance of Chinese image in video games more diverse in recent years.However,the description of China in the game works is also mixed with a large number of Western countries’ stereotypes of China,even anti-China,humiliating content.Taking the Chinese elements in the real-time strategic games of Europe and America as the breakthrough point,this paper chooses the four games of Command & Conquer: Generals,Age of Empire 3: Asian Dynasty,Wargame: Red Dragon and Heart of Iron 4 as research cases,and combines with numerous western game works involving Chinese elements,tries to analyze the setting of European and American video games to China,and combines them.Empirical research confirms the image of China in western video games and its post-colonial tendency,as well as their impact on Chinese players.This paper consists of three parts:The first part is "Summary of Chinese Elements in Euro-American Real-time Strategic Game".This chapter first defines the concept of "real-time strategic games" and the region of "Europe and America",then chooses research cases based on these limitation and discusses their common points,demonstrates the scenario model and Chinese elements of these four research cases.In their analysis,there are a large number of similar or similar focus of discussion related to China,this paper collates them.The second part explores the "Chinese illusion created by video games in Europe and the United States".On the basis of the common Chinese elements in the research cases already sorted out in the first chapter,the paper discusses the political,military,economic,cultural and "China’s rise" issues in China discussed in the game,based on the attitudes of Europe and the United States towards China in political and cultural aspects,and besides the research cases.A large number of other types of video games are used as bystanders to analyze the image of China in European and American game works and the attitude of Europe and America towards this "Chinese illusion".The third part analyses "the essence and influence of Chinese image-building in European and American video games".Based on the other-building in China discussed in the previous two chapters of this chapter,and combined with the other-building in other cultures,it analyses the self-identity and post-colonialism tendency of European and American video games,and especially discusses the image-building in China.The negative effects on China include "advocating historical nihilism","showing arrogance towards China" and "interfering with China’s self-image-building".This paper argues that the western societies create Chinese images in video games based on ideological illusions and the overall social imagination of China in Europe and the United States,which leads to the alienation of Chinese images in video games in Europe and the United States.To solve this problem,this paper proposes that on the basis of changing the attitude towards electronic games,we should strictly supervise the content of games and learn the narrative mode of Western game works,apply them to China’s own cultural creation,and counter the arrogant attitude of the Western world towards China in the creation of games.As a new form of mass media,the construction of the national image of video games will bring a lot of new empirical evidence for Comparative Literary Imagery and post-colonial criticism in the West.At the same time,it will also bring new research paths for the interdisciplinary study of comparative literature in the connection of literature with computer,mass media and politics.
Keywords/Search Tags:electronic games, China’s image, post-colonialism
PDF Full Text Request
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