| The development of social media provides people with more diversified ways of communication and interaction.The continuous improvement of mobile phone performance also provides soil for the innovation of mobile games,which gives birth to new social models and the vigorous development of all kinds of mobile games,and brings together netizens with common game hobbies.Among them,the online interest group assembled by players who love secondary mobile games with the help of social platforms has become a "new tribe" in online cyberspace and brought a new way of group communication.This study takes the online interest group composed of players of the two-dimensional mobile game Yin Yang division as an example to explore the formation,characteristics,interaction and identity of the online interest group of the two-dimensional mobile game.The introduction introduces the research background,research significance and research object of this paper.At the same time,it combs the research status at home and abroad of interest group,mobile tour Yin and Yang teacher,two-dimensional mobile tour and identity,and puts forward the research problems,contents and methods.The first chapter mainly discusses the formation of the online interest group in Yin Yang teacher,the needs of interpersonal communication,the enrichment and improvement of social media functions,and the establishment of strict group norms.The second chapter mainly discusses the characteristics of the network interest group.The network interest group is mostly composed of peer groups with strong cohesion.In the process of order exploration and conflict resolution,the core characters of the group are established,and the development of the group tends to be stable.The network interest group with good atmosphere provides space for the carnival of its members.The third chapter mainly explores their self-identity and group identity through the interaction of online interest groups.The interaction of online interest groups is developing towards fragmentation,subculture style and immersion atmosphere,which lays the foundation for the construction of identity of online interest group members.The restriction of game rules,unrestricted "performance",other evaluation and symbolic consumption make the group members build their self-identity as game players,The players’ collective activities within the game and offline and the consistent confirmation of group norms have constructed group identity.The fourth chapter mainly discusses the game addiction,comparison consumption and collection behavior of online interest groups and their members.Compared with looking for the reasons from the players themselves,we should be more vigilant against the "trap" set by game developers for players by using game rules.The conclusion mainly summarizes and combs the research content of this paper,and reflects on the shortcomings of this research. |