期刊文献+

论国产网络游戏中民族文化建设的重要性 被引量:3

On the Importance of National Culture Construction in Domestic Online Games
下载PDF
导出
摘要 各国自主研发的网络游戏竞相争抢游戏市场,这种竞争不仅表现在游戏制作技术水平上,也表现在内容创新和设计所体现出来的文化软实力上。本文通过对国产网络游戏中民族文化建设的现状分析、民族化的内涵的梳理,论述了这二者对于促进国产网络游戏行业健康绿色发展的重要作用,只有注重游戏中的民族文化建设、提高网络游戏的文化价值,才能更好地争抢本土游戏市场乃至国际游戏市场。 The online games independently developed by countries compete for the game market. This kind of competition is not only the competition on the level of game production technology, but also the innovation of content and the competition of cultural soft power in design. Through the analysis of the status quo of national cultural construction in China’s online games and the connotation of nationalization, this paper discusses the important role of national culture construction in promoting the healthy and green development of domestic online games. The cultural value of online games can better compete for the local game market and even the international game market through paying attention to the construction and improvement of national culture in the games.
作者 龚余辉 陈彦君 Gong Yuhui;Chen Yanjun(Wuhan University of Technology,430070 Wuhan Hubei)
出处 《设计艺术研究》 2020年第2期27-29,34,共4页 Design Research
关键词 网络游戏 民族文化建设 游戏市场 online games national culture construction game market
  • 相关文献

参考文献2

二级参考文献17

  • 1关于网络游戏发展和管理的若干意见[EB/OL].http://www.china.org.cn/chinese/PI-c/935924.htm.2005 -08 -09.
  • 2韩国文化内容振兴院.2013年大韩民国游戏产业白皮书[R].http://biog.naver.com/hsyoonnv/220125986833.
  • 3StrOm, Patrik and Mirko Ernkvist, The Asian Online Game Wave-Changing Regional Competition in the Field of Digital Cultural Industries[J, Cultural Space Abd Public Sphere in Asia, 2006:378-406.
  • 4Sang Chul Lee, Jae-Young Moon,Yung-Ho Suh. A Comparison of Target Customers in Asian Online Game Markets:Marketing Applications of a Two-Level SOM[J]. Artificial Neural Networks-ICANN 2006:904-912.
  • 5[韩]崔炯准.韩国游戏产业政策研究[D].浙江大学.2012.
  • 6钟慧敏.文化部关于加快文化产业发展的指导意见[EB/0L].http://www.enci.gov.cn/content/2009928/news-52564-p2.shtml.
  • 7中国政府.八部门联合发文启动网络游戏防沉迷实名验证工作[EB/OL].http://www.gov.cn/gzdt/2011-08/01/contem-1917824.html.
  • 8文化部"十二五"时期文化产业倍增计划[EB/OL].http://59.252.212.6/aut0255/201203/t20120301-28193.html?keywords.
  • 9[韩]姜锡一,赵五星.韩国文化产业[M].外语教学与研究出版社.2009:180.
  • 10韩国创意振兴研究院.2012大韩民国游戏产业白皮书[R].2012:245.http://www.kocca.kr/knowledge/publication/indu/-icsFes/afieldf.1e/2013/10/29/ezybhEp-MR5ro.pdf.

共引文献6

同被引文献17

引证文献3

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部