传播游戏理论视角下的影视同人作品研究
发布时间:2018-02-10 22:56
本文关键词: 同人 影视同人作品 传播游戏理论 出处:《郑州大学》2017年硕士论文 论文类型:学位论文
【摘要】:斯蒂芬森把“游戏”引入传播学领域,形成传播游戏理论,他从心理学角度出发,把研究重心放在“人内传播”,并且区分了“社会控制”与“趋同性选择”,“作为工作的传播”与“作为游戏的传播”,“传播快乐”与“传播痛苦”这三组概念。他认为在涉及到社会的不同趣味时,受众的趋同性选择表现更为明显,他推崇“作为游戏的传播”,这种传播是自由的、愉快的。互联网时代是一个娱乐泛化的时代,影视作品以其全方位感官享受,成为大众日常文化生活必不可少的一部分,给人们带来审美的愉悦和轻松。自媒体的发展和传播技术的赋权使得受众的二次创作作品如视频、图画、小说等得到广泛传播。有着相同志向,共同爱好的人就是“同人”。对漫画、动画、游戏、小说、影视等作品甚至现实里已知的人物、故事进行二次创作出来的作品称为同人作品。“同人”创作作为一种广泛流行于年轻群体的新型娱乐方式,创作的动力来自于“热爱”和“兴趣”,其创作方式则是对原作品的解构与重构。本文所要研究的是受众基于影视作品二次创作的作品,即影视同人作品。影视文化是大众文化的代表,影视同人创作既能使受众获得文化认同,又给影视产业带来深远影响。第一部分,对影视同人作品的概念、特点进行介绍。第二部分,分析传播游戏过程中的主体即同人群体,包括两个方面,一方面是从受众到传播者的转变,互联网时代赋予了这种角色互换的可能性;另一方面是从接受者到游猎者的转变,高度的自我涉入提供了同人创作的必然性。第三部分,分析传播游戏的内容,即同人创作与传播乐在何处,因何而乐。第四部分,分析传播游戏的场所,即传播的媒介环境,主要通过在弹幕视频网站、微博和贴吧三大媒体平台参与观察得出结论。第五部分,分析传播游戏的影响,即影视同人作品对于影视作品、影视受众、大众文化的影响。
[Abstract]:Stephenson introduced "game" into the field of communication and formed the theory of communication game. He started from a psychological point of view. The study focuses on "intra-human communication" and distinguishes between "social control" and "convergence choice", "communication as work" and "communication as a game", "communication happiness" and "spreading pain". When it comes to different tastes in society, The convergent choice of the audience is more obvious. He advocates "spreading as a game", which is free and pleasant. The Internet age is an era of extensive entertainment, and film and television works enjoy with their all-around senses. Become an indispensable part of the daily cultural life of the public, bring people aesthetic pleasure and ease. Since the development of the media and the dissemination of technology to empower the audience to create works such as video, pictures, Novels are widely disseminated. People with the same aspirations and common interests are the "same people." to comic books, animations, games, novels, movies and films, and even known characters in reality, The works created by the story are called the works of the same person. As a new type of entertainment widely popular among the young people, the creation of the "same person" is regarded as a new type of entertainment. The motive force of creation comes from "love" and "interest", and its creative way is to deconstruct and reconstruct the original works. That is, film and television works with people. Film and television culture is the representative of popular culture, film and television co-creation can not only make the audience gain cultural identity, but also bring far-reaching impact to the film and television industry. The first part, the concept of film and television co-person works, The second part analyzes the main body in the process of communication game, that is, the same human group, including two aspects, one is the change from the audience to the communicator, the Internet era has given the possibility of this kind of role exchange; On the other hand, the transformation from receiver to hunter provides the inevitability of co-creation. The third part analyzes the content of communication game, that is, where and why the co-creation and dissemination of music. Part 4th, By analyzing the place where the game is spread, that is, the media environment of communication, mainly through observing the three major media platforms in the project-video website, Weibo and Tiaoba, we can draw a conclusion. 5th part, analyzes the influence of the communication game. That is to say, the influence of film and television works on film and television works, film and television audience, mass culture.
【学位授予单位】:郑州大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:J943;G206
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