网络游戏
网络游戏是真实社会的一种延伸。它以文化作为载体,以网络作为媒介,旨在改变世界的社交和娱乐方式。网络游戏是传播传统文化的基石,是增进朋友间沟通的桥梁,是放松、解压的“精神鸦片”。网络游戏是经济模式的一种体现。游戏开发和运营商,互联网以及电信等行业均可从网络游戏中获利。网络游戏是社交系统的一种模式。它可同时满足玩家物质、心理、尤其精神方面的需求。玩家可从网络游戏中获取现实生活中缺失的虚拟货币、技术认同和社交认同。玩家间以相同的沉浸体验(目标、活动和经历),促进了虚拟与现实社交圈的融合。现实社会世界观和价值观规整统一,网络游戏中的价值观呈现多元化,又使虚拟与现实形成隔阂。网络游戏中玩家不受外部规则和社会要求的限制,突破地域和时间的限制,体验竞争或合作。
网络游戏因系统平台不同,可分为三类:网页游戏、客户端游戏和移动端。随着,智能手机的推广和应用,移动端网络游戏诱发了玩家高水平的感知移动性。玩家可随时随地链接虚拟世界,处理多个可视化图像,锻炼空间逻辑思维,提升解决难题和培养大战略的能力。高度的愉悦感和时间流逝感,引发自我调节能力的丧失。一般爱好者和普通使用者,随着自我调节能力的缺失,逐渐堕落为网游成瘾者。网游成瘾者表现为对现实世界的低归属感。对网络游戏的情感依赖性强,思维和处理问题的方式,从虚拟世界延伸至现实世界,对现实世界的格格不入。如何避免成为和拯救网络成瘾者是一个问题?
面对网络游戏成瘾者的增加,政府理应加大管理监管力度,规范电子游戏市场的相关法律制度;游戏开发和运营商理应完善仿沉迷系统,例如限定游戏时间以及提升任务难度;父母或者学校应及时发现制止和矫正孩子的网络游戏沉迷,通过习惯干预习惯;游戏者本身应提高自我调节和管控能力,合理规划游戏时间和使用频率。
Online games are an extension of realsociety. Online games are the carrier of culture. The network game as a kind ofnew media, it changes our way to socializing and entertainment, and it createsa new social trend. Network game is the cornerstone for introducing andconveying traditional Chinese culture. It is a bridge to enhance communicationbetween friends. It is the spiritual opium to relax and great stress-reliever.Online games are an embodiment of the economic pattern. Game developers andoperators, the Internet and telecommunications industries can profit fromonline games. Online games are a model of social networking systems. Networkgame has three needs it must simultaneously satisfy: material, psychological,especially spiritual needs. Players can obtain virtual currency, technologicalidentity and social proof missing in real life from online games. The sameimmersive experiences (goals, activities, and experiences) between playerspromote the integration of virtual and real social circles.
The world outlook and values of the realsociety are orderly and unified, and the values in the online games arediversified, which forms a gap between the virtual and practical. In onlinegames, players are not restricted by external rules and social requirements,break through the limitations of geographical and temporal, and experiencecompetition or cooperation. Online games can be divided into three categoriesaccording to different system platforms: Web game, client and mobile game.
Withthe promotion and application of smart phones, mobile terminal online gamesinduce players' high level of perceived mobility. Players feel free to log intogames. And then they can process multiple visual images, exercise spatiallogical thinking, improve the ability to solve problems and develop a grandstrategy. A high sense of pleasure and the sense of the passing of time leadsto self-regulation incapacitation. General enthusiasts and ordinary users, withthe lack of self-regulation ability, gradually degenerate into online gamingaddicts. A gaming addicts show a low sense of belonging to real world. Theyhave strong emotional dependence on online games. The way of thinking anddealing with problems extends from the virtual world to the real world. In theend, it's a mismatch with the real world. How to avoid becoming and deal withan addict is a problem?
We face addiction of an increase in onlinegames. The government should strengthen the management and supervision. Thegovernment regulate the relevant legal system of the video game market. Gamedevelopers and operators should improve the system of imitation addiction, likelimit the game time and increase the difficulty of the task. Parents or schoolshould promptly detect and correct children's addition to online games. Playersthemselves should improve their self-regulation and control ability, andreasonably plan the game time and frequency.