虚拟文化消费的基本问题研究
发布时间:2019-01-27 15:09
【摘要】:我国目前进入到了一个消费盛行的时代,大众娱乐消费已经从传统的书籍、DVD、主题公园、游乐场等内容拓展到了网络领域。随着社会经济的发展和技术的进步,虚拟文化消费成为人类消费社会发展的必然趋势,人们在保证正常的生理和安全需要的同时,拥有了更多可以支配的时间和可以自由支配的剩余资金,单纯的生理需求已经无法满足人类对更高生活的追求,,关注内心、关注精神、关注感受已经成为现代消费社会消费者从事消费活动的指导性标准。本文将虚拟文化消费作为研究对象,以广义虚拟经济论、鲍德里亚的符号消费理论和马斯洛的需求层次理论为基础,从虚拟文化消费的以下几个问题进行研究:虚拟文化消费的客体、虚拟文化消费的主体以及虚拟文化消费的方式。同时,在我国,虚拟文化消费还处于萌芽状态,在给人们带来新的消费体验的同时,其自身也存在着很多问题,例如网络游戏导致部分青少年成瘾,虚拟空间中消费者的虚拟资产没有得到有效的保护,传统的虚拟文化消费中艺术品价格过度炒作,给部分投机分子以可乘之机,破坏了正常的市场秩序等等,本文通过系统的分析,得出了自己的解决方案。
[Abstract]:At present, our country has entered an era of popular consumption. Mass entertainment consumption has expanded from traditional books, DVD, theme parks, playgrounds and other content to the network field. With the development of social economy and the progress of technology, the consumption of virtual culture has become the inevitable trend of the development of human consumption society. With more disposable time and free remaining funds, simple physiological needs can no longer meet the human pursuit of a higher life, attention to the heart, attention to the spirit, Attention to feeling has become a guiding standard for consumers to engage in consumer activities in modern consumer society. Based on the theory of generalized virtual economy, Baudrillard's theory of symbolic consumption and Maslow's theory of hierarchy of demand, this paper takes the consumption of virtual culture as the research object. This paper studies the following problems of virtual culture consumption: the object of virtual culture consumption, the subject of virtual culture consumption and the way of virtual culture consumption. At the same time, in our country, virtual culture consumption is still in its infancy, while bringing people a new consumption experience, there are also many problems, such as online games lead to some teenagers addiction, The virtual assets of consumers in the virtual space have not been effectively protected. In the traditional virtual culture consumption, the price of works of art has been overhyped, giving some speculators the opportunity to take advantage of the opportunities, thus destroying the normal market order, and so on. Through systematic analysis, this paper comes up with its own solution.
【学位授予单位】:上海交通大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:G124
本文编号:2416383
[Abstract]:At present, our country has entered an era of popular consumption. Mass entertainment consumption has expanded from traditional books, DVD, theme parks, playgrounds and other content to the network field. With the development of social economy and the progress of technology, the consumption of virtual culture has become the inevitable trend of the development of human consumption society. With more disposable time and free remaining funds, simple physiological needs can no longer meet the human pursuit of a higher life, attention to the heart, attention to the spirit, Attention to feeling has become a guiding standard for consumers to engage in consumer activities in modern consumer society. Based on the theory of generalized virtual economy, Baudrillard's theory of symbolic consumption and Maslow's theory of hierarchy of demand, this paper takes the consumption of virtual culture as the research object. This paper studies the following problems of virtual culture consumption: the object of virtual culture consumption, the subject of virtual culture consumption and the way of virtual culture consumption. At the same time, in our country, virtual culture consumption is still in its infancy, while bringing people a new consumption experience, there are also many problems, such as online games lead to some teenagers addiction, The virtual assets of consumers in the virtual space have not been effectively protected. In the traditional virtual culture consumption, the price of works of art has been overhyped, giving some speculators the opportunity to take advantage of the opportunities, thus destroying the normal market order, and so on. Through systematic analysis, this paper comes up with its own solution.
【学位授予单位】:上海交通大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:G124
【参考文献】
相关期刊论文 前10条
1 林左鸣;吴秀生;;虚拟价值的人类活动论依据[J];北京大学学报(哲学社会科学版);2006年02期
2 刘泓;虚拟游戏的身份认同——网络游戏的文化体验之反思[J];福建论坛(人文社会科学版);2003年03期
3 冯红霞;;网络虚拟物品的商品属性研究[J];河北法学;2008年09期
4 罗晓玲;近年我国文化消费研究述评[J];华中农业大学学报(社会科学版);2004年03期
5 胡秀丽;;近年国内文化消费研究概览[J];中共杭州市委党校学报;2006年06期
6 司金銮;我国文化消费与消费文化研究之概观[J];兰州大学学报;2001年06期
7 成思危;虚拟经济探微[J];南开学报;2003年02期
8 蒋秀碧;;城乡居民文化消费需求研究——以攀枝花市为例[J];经济研究导刊;2009年14期
9 吴洪;彭惠;;虚拟商品简论[J];清华大学学报(哲学社会科学版);2010年03期
10 黄波;;鲍德里亚符号消费理论述评[J];青海师范大学学报(哲学社会科学版);2007年03期
相关重要报纸文章 前1条
1 欧旭军 (作者单位:中国航空工业发展研究中心);[N];中国航空报;2007年
相关硕士学位论文 前3条
1 李望平;大学生文化消费研究[D];湘潭大学;2001年
2 罗晓玲;高等院校教师家庭文化消费及其影响因素的社会学研究[D];华中农业大学;2004年
3 孙超;我国网络游戏产业发展策略分析[D];西南财经大学;2006年
本文编号:2416383
本文链接:https://www.wllwen.com/jingjilunwen/whjj/2416383.html