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Semiotics,Self,Ritual

Posted on:2021-01-26Degree:MasterType:Thesis
Country:ChinaCandidate:J L ChenFull Text:PDF
GTID:2428330611462470Subject:Journalism and Communication
Abstract/Summary:PDF Full Text Request
As the game category continues to be enriched,Otome Games,with women as the consumer group,are beginning to emerge in the game market,and female players are actively participating in the construction of game culture with a new attitude.In this research,the Otome game female players represented by "Love and Producer" are taken as the research object.Using the online ethnography research method,this article analyzes the game element symbol system included in Otome game and explores the game practice of Otome game female players.Generative context and self-construction reveal how they participate in the interactive ritual of the game for emotional interaction.This research work has very important practical significance for exploring the characteristics that Otome needs to spread to the game,deepening the understanding of female players and their culture,and thinking about the emotional interaction mechanism behind them.The research framework of this paper is mainly divided into five parts:The first chapter is the introduction,which mainly introduces the research background of the thesis and the main concepts used.It sorts out the research literature of domestic and foreign women on games and female players,and explains the research objects and research methods.The second chapter uses a semiotic analysis path to discuss the various types of game elements included in Otome Game,and to reveal Otome Game from five angles: physical symbols,character symbols,audiovisual symbols,narrative symbols,and compound symbols.The symbolic system of game elements presented.The third chapter traces back the generation context of Otome to the game female player,studies this group from three aspects of social change,modern crisis,and emotional community,and focuses on the process of Otome's self-construction to the game female player.How to form an ego in the process of the presentation of "owner-self",the presentation of "customer-self",avatar identification and emotional interaction.The fourth chapter takes the social interaction and interactive behavior of Otome to game female players as the starting point,and combines the interactive ritual chain as a theoretical perspective to explore how female players can discuss daily game topics,watch live voice actors,offline tea party,and offline immersive experience Exhibition and other forms of interactive rituals.Among them,the identity of the female player is the access mechanism of the interactive ritual,the emotional energy is the motive for the female player to carry out the interactive ritual,and the symbol of the interactive ritual constructs the emotional memory to stimulate the emotional energy of the female player.With the recurrence of rituals,group solidarity and collective action among female players are formed,and finally group identity is formed.The fifth chapter is the conclusion.The author believes that future game production should avoid cultural anomies that cater to female players' hedonism and personal standard due to the pursuit of market benefits,and create games that truly meet the needs of female players.
Keywords/Search Tags:Otome Game, Female Gamer, Emotional Interaction, Game Element, Self-construction, Interactive Ritual
PDF Full Text Request
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