摘要
青少年作为网络游戏成瘾的最大群体,表现出的网络游戏的非功利性、普遍的认同感,以及带来共通的游戏愉快感等,深刻地诠释了康德审美判断力的四个契机:质、量、关系及方式,为人们从审美角度去分析青少年网络游戏成瘾的根本原因提供了参考。因为游戏感恰恰符合了人的自由审美本性,所以把游戏作为艺术的一种形式去分析网络游戏成瘾的本因,是一个最直观的且"回归事物本身"的深度分析,具有一定的现实意义:能够为教育与游戏的结合提供契机。
The non utilitarianism of the network game, common acceptance and common happy feelingrs brought by games displayed by teenagers, the largest group of online game addiction, profoundly illustrate Kant' s four opportunities of aesthetic judgment: quality, quantity, rela tions and mode, which provide reference for people from the aesthetic perspective to analyze the root cause of teenagers' online game addiction.of online game addiction cause, which is one of the most intuitive deep "return to the thing itself' analysis and is of certain practical significance in providing an opportunity for the combination of education and the game.
出处
《教育与教学研究》
2013年第10期136-139,共4页
Education and Teaching Research
关键词
青少年网络游戏成瘾
康德审美
解析归因
干预方略
teenagers' online game addiction
Kant's aesthetic plfilosophy
parsing the attribution
intervention strategies