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Research On Generation Mechanism And Guiding Path Of Game Live Catchphrase

Posted on:2022-11-17Degree:MasterType:Thesis
Country:ChinaCandidate:Z Q FuFull Text:PDF
GTID:2518306779977369Subject:Trade Economy
Abstract/Summary:PDF Full Text Request
In 2008,YY voice software initiated game live streaming,and announced the rise of game live streaming industry as well.Now that 14 years have passed,the game live streaming industry has formed an industrial pattern of "two super and many strong",indicating the Dou Yu and Hu Ya dominated,which became the media platform that can not be underestimated in the whole network.Like other online media platforms,the game live platform gradually obtains the influence of the network society from the traffic brought by Internet users,and constructs these influences into its discourse power.Internet users also use the platform to safeguard their own rights and try to obtain the discourse power from the network society in order to expand their rights.With the increasing influence of game live streaming platform and Internet users,the subculture generated in it continues to develop.Game live catchphrase is one of the typical subcultures.In fact,the existence of subculture is the resistance to the social dominated culture,namely,the existence of catchphrase is the resistance to the dominated narrative.In this resistance process,the different social dominated values produced by the social mainstream culture are impacted.From this point of view,it is very necessary to explore the generative mechanism of game live catchphrase and discover the negative effects which guide us to eliminate them.Restricted by no proper research of game live catchphrase,this research firstly reviews the relevant research of online live catchphrase,summarizes the previous research on the generation,subjects and concept definition,and then reviews the research on the generation and regulation of online catchphrase.Through the literature review of these two aspects above,it provides the theoretical framework for this research and helps me set the variable when I used the crisp-set qualitative comparative analysis(cs QCA)in this research.On this basis,this research summarizes the development stage of game live streaming,which is divided into four stages: germination stage,development stage,outbreak stage and maturity stage,from which the pattern composition of the whole industry and the selection criteria of research samples is clarified.In order to explore the generation mechanism of live game catchphrase,this research innovatively adopts the research method of crisp-set qualitative comparative analysis.The generative elements of game live catchphrase and the interactive relationship between generative elements can be calculated through this method,which also known as the generative mechanism in this research.Firstly,this research determined forty game live catchphrase samples by determining the game live platform,the game,the anchor and crawling the recreated video barrage of game live.Then,I operated these samples by the software which named "fs QCA 3.0".Eventually,this research obtained the generative mechanism(a total of eight configurations).Based on the calculation of the previous part of the data,this research summarized the five negative effects which were found in the generative mechanism of game live catchphrase.Finally,according to these negative effects,this research puts forward three guiding paths:fundamental path,critical path and basic path from the three main subjects of government,industry and Internet users.
Keywords/Search Tags:Game live catchphrase, Generative mechanism, Guiding path, Internet catchphrase, QCA
PDF Full Text Request
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