In the age of information surplus,media technology activates audience’s personal resources,audience’s game nature is released,and game research will return to the vision of communication.The current form of games is increasingly transforming from the abstract nature of game research into a materialized media platform for players to exchange information and construct themselves.The research object of this paper,interactive film game,as a product of film and game integration,has the properties of "readability" and "writability",providing players with a new way of playing and interacting.It delegates the control of the game to users and endows them with a high degree of autonomy.To a certain extent,it completes the integration of the aesthetic object passively accepted by the audience and the identity of the active creation subject in the traditional games.The development of interactive film games represents a potential revolution in the way users experience entertainment in the digital age.However,as interactive film games gradually enter the market,the industry norms are not yet clear,exposing some ethical problems in communication.This paper adopts network ethnography,text analysis and case analysis,takes interactive film games as the research object and digital game criticism theory as the framework of game text analysis.Firstly,it summarizes the characteristics and development trend of interactive film games from macro,meso and micro levels.On the one hand,under the policy support and technology support of creative cultural industry,Interactive film games show great vitality of development with its immersion.On the other hand,due to excessive emphasis on quantity and neglect of quality in the development process,a series of communication ethics problems appear in game production,game experience and game operation.After an in-depth analysis of the root causes of the communication ethics anomie,it is found that in the communication process of interactive film games,the excessive emphasis on players’ "subjectivity" in each link is the key cause of the ethical anomie,which mainly involves game players,game makers and the external environment of the current interactive film game industry.Therefore,by referring to the current research results of communication ethics and combining with the characteristics of interactive film games,this paper firstly proposes the regulation of interactive film games communication ethics anomy from the theoretical level.Secondly,it puts forward regulatory suggestions from the practical level,such as policy guidance to establish a benign game environment,game platform self-discipline to help industry norms,game design should highlight the educational attribute,be a responsible ecological player,in the hope that the public rationally treat the game,and jointly establish the firewall of communication ethics. |