北京邮电大学学报(社会科学版) ›› 2012, Vol. 14 ›› Issue (1): 16-20.

• 网络文化 • 上一篇    下一篇

自我认同与化身的文化分析——基于网络角色扮演游戏

  

  1. (1北京邮电大学 人文学院,北京100876;2网络系统与网络文化北京市重点实验室(北京邮电大学),  北京100876)
  • 收稿日期:2011-12-30 出版日期:2012-02-28 发布日期:2023-03-27
  • 基金资助:

    中央高校基本科研业务项目(BUPT2009RC1124);北京邮电大学社会科学基金项目(2010BS05)

Cultural Analysis of Self-Identification and Avatar Based on Role-Playing Games

  1. (1School of Humanities, Beijing University of Posts and Telecommunications, Beijing 100876, China;
    2 Beijing Key Laboratory of Network System and Network Culture(Beijing University of Posts and
    Telecommunications), Beijing 100876, China)
  • Received:2011-12-30 Online:2012-02-28 Published:2023-03-27

摘要:

本文基于网络角色扮演游戏中的化身现象,从文化角度对网络角色扮演游戏的特点、网络角色扮演游戏中的化身存在的意义,以及人们热衷于角色扮演和选择化身的原因进行了分析。通过对化身、自我认同理论的梳理,以及对网络角色扮演游戏的个案研究,以期说明化身在网络角色扮演游戏中对自我认同促进作用。本研究认为,网络角色扮演游戏中的化身成就了人们实现另一个自我的愿望,为玩家提供了一种自我认同的新方式。

关键词: 网络游戏, 自我认同, 化身, 角色扮演游戏

Abstract:

Based on the avatar phenomenon in network role-playing games, from the perspective of culture, the paper analyzes features of role-playing games, the meaning of the avatar in network role-playing games and the reasons that people enjoy role-playing games and chose different avatars By reviewing theories about avatar and self-identification, and analyzing role-playing game cases, this paper tries to further explain the importance of avatar to self-identification The paper argues that the avatars in network role-playing games have realized people’s desire to be another ego and provided a new way of self-identification for participants

Key words: network games;self-identification, avatar, role-playing games

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