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A Study Of The Construction Of Teenagers' Emotional World By Cultural Capital In MOBA Games

Posted on:2022-01-27Degree:MasterType:Thesis
Country:ChinaCandidate:Y C ChangFull Text:PDF
GTID:2519306728993029Subject:Journalism and Communication
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As a new type of electronic game in recent years,MOBA games have successfully attracted thousands of teenage players with their balanced game design,fast-paced gaming experience,and refined teamwork mode.The embodied cultural capital in MOBA games mainly includes operational skills and tactical awareness;the objectified cultural capital is mainly collections including characters,character skins,and so on and virtual currency including gold coins,game coins,and so on;the institutional cultural capital mainly includes two forms — individual institutional capital and collective institutional capital,for one thing,the rankings are the core of the individual institutional capital,for another,the team honor is the core of the collective institutional capital.On the one hand,cultural capital constructs adolescents' aesthetic emotions,controlling emotions,and sense of self-experience.On the other hand,it also constructs adolescents' sense of group pleasure,group violence,and group morality.Cultural capital mainly completes the construction of the emotional world of young people through playable characters,competitive mechanisms,collection mechanisms,ranking mechanisms,and interactive rituals.Emotional dependence,flow experience,symbolic meaning,virtual power,and collective excitement which are generated during the construction process are all direct sources of emotional experience of teenage players in MOBA games.In the process of the emotional worlds' construction of teenagers,the cultural capital in MOBA games has on the one hand brought positive impacts on them,including positive self-identification and group identification with interest;on the other hand,it has also had a negative impact on them,leading to their Indulge in virtual pleasures to escape reality,and bad emotions in the game experience also affect their daily life.In order to avoid negative influences,the relevant government departments are to introduce a game grading system as soon as possible,industry associations should restrict game manufacturers,game manufacturers should improve the game model for teenagers,and parents should rationally guide teenagers' game behavior.
Keywords/Search Tags:MOBA Games, Teenagers, Cultural Capital, Emotions, Construction
PDF Full Text Request
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