My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager.
碩士 === 國立中山大學 === 傳播管理研究所 === 93 === At this point, along with big media tide evolution, the emerging network media already carves up of influence the original television. Some communication effects which originally occur on the television also have the possibility to appear on the network media whe...
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ndltd-TW-093NSYS53750042015-12-23T04:08:01Z http://ndltd.ncl.edu.tw/handle/21855214387067593303 My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. 我的世界是「天堂」?線上遊戲「天堂」對青少年涵化效果之初探 Shih-Tse Chen 陳士哲 碩士 國立中山大學 傳播管理研究所 93 At this point, along with big media tide evolution, the emerging network media already carves up of influence the original television. Some communication effects which originally occur on the television also have the possibility to appear on the network media when young people spend more time and higher frequency in network than TV. Looked from the media angle, the computer game is also an item of electronic media tool can instill the value into young people’s mind, and it products the media effect does not allow to belittle when young people spend long time and actively access the computer game. "On-line game" is the media owns the characteristic of network and the computer game. Not only has excellently designed script to attract player’s notice but also has the interaction of network and anonymous of hypothesized world. At that time Gamania sold South Korean on-line game "Lineage", he proposed a slogan :Realizes matter which you usually do not dare to do, therefore it attracts multitudinous people to join. Nowadays “Lineage” has is known as 660 ten thousand above members, it has the media effect to be not allow to neglect. On-line game and traditional PC game biggest difference lies in its story which not beforehand arranges; therefore On-line game product life is longer than PC game relatively. Society group forms which in the game process, imperceptibly caused users to condense the high loyalty. The reappearance of "Experience" is returns to realize the activity of consciousness, including thought or image which produces regarding the primitive experience reflection, recollection and reorganization. Cultivation function is a long time course. Teenagers who is being in the phase that models with personality and moral value maybe be influenced to constitute the cognition of our world by family, interactively study between the associates, even each kind of electronic media content. The idiom "Has a limited view of the day" is suitable to describe how the people cognize the world by the media. Symbolist, Perice, pointed out that symbol interaction process is decided by the relationship of sign, signifier, and signified. According to Saussure view, signifier, and signified both are produced by human communication, "the relations" namely are the connotation made by each other. It is both sides depend on the convention or the agreement formation, and it is a part of cultural. When “Lineage” provides the news is main message for user to depend on constructing social reality, it will own the condition to create cultivation effect. In other words, cultivation effect is supposed not only the news receive or study. The individual psychic mechanism which people take in on-line game perhaps is a key of cultivation effect. The cultivation effect of “Lineage” occurs is because players to receive the information narrowly only by the pipeline from the game world, or person, matter and thing which are about the game. After people regarding the world multiplicatively, he will not only understand the society and the environment solely from some at the same time, but has taken a mistake "to have a limited view of the day". I-Heng Chen 陳以亨 2005 學位論文 ; thesis 118 zh-TW |
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碩士 === 國立中山大學 === 傳播管理研究所 === 93 === At this point, along with big media tide evolution, the emerging network media already carves up of influence the original television. Some communication effects which originally occur on the television also have the possibility to appear on the network media when young people spend more time and higher frequency in network than TV.
Looked from the media angle, the computer game is also an item of electronic media tool can instill the value into young people’s mind, and it products the media effect does not allow to belittle when young people spend long time and actively access the computer game.
"On-line game" is the media owns the characteristic of network and the computer game. Not only has excellently designed script to attract player’s notice but also has the interaction of network and anonymous of hypothesized world.
At that time Gamania sold South Korean on-line game "Lineage", he proposed a slogan :Realizes matter which you usually do not dare to do, therefore it attracts multitudinous people to join. Nowadays “Lineage” has is known as 660 ten thousand above members, it has the media effect to be not allow to neglect. On-line game and traditional PC game biggest difference lies in its story which not beforehand arranges; therefore On-line game product life is longer than PC game relatively. Society group forms which in the game process, imperceptibly caused users to condense the high loyalty.
The reappearance of "Experience" is returns to realize the activity of consciousness, including thought or image which produces regarding the primitive experience reflection, recollection and reorganization. Cultivation function is a long time course. Teenagers who is being in the phase that models with personality and moral value maybe be influenced to constitute the cognition of our world by family, interactively study between the associates, even each kind of electronic media content.
The idiom "Has a limited view of the day" is suitable to describe how the people cognize the world by the media. Symbolist, Perice, pointed out that symbol interaction process is decided by the relationship of sign, signifier, and signified. According to Saussure view, signifier, and signified both are produced by human communication, "the relations" namely are the connotation made by each other. It is both sides depend on the convention or the agreement formation, and it is a part of cultural.
When “Lineage” provides the news is main message for user to depend on constructing social reality, it will own the condition to create cultivation effect. In other words, cultivation effect is supposed not only the news receive or study. The individual psychic mechanism which people take in on-line game perhaps is a key of cultivation effect.
The cultivation effect of “Lineage” occurs is because players to receive the information narrowly only by the pipeline from the game world, or person, matter and thing which are about the game. After people regarding the world multiplicatively, he will not only understand the society and the environment solely from some at the same time, but has taken a mistake "to have a limited view of the day".
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author2 |
I-Heng Chen |
author_facet |
I-Heng Chen Shih-Tse Chen 陳士哲 |
author |
Shih-Tse Chen 陳士哲 |
spellingShingle |
Shih-Tse Chen 陳士哲 My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. |
author_sort |
Shih-Tse Chen |
title |
My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. |
title_short |
My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. |
title_full |
My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. |
title_fullStr |
My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. |
title_full_unstemmed |
My World is "The Heaven"?The exploratory Study on the Cultivation Effect of On-line Game "Lineage" for Taiwan Teenager. |
title_sort |
my world is "the heaven"?the exploratory study on the cultivation effect of on-line game "lineage" for taiwan teenager. |
publishDate |
2005 |
url |
http://ndltd.ncl.edu.tw/handle/21855214387067593303 |
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