期刊文献+
共找到5篇文章
< 1 >
每页显示 20 50 100
网娱时代下的粉丝文化解读
1
作者 刘臻 《语文知识》 2009年第4期34-35,共2页
与昔日的追星一族相比,网娱时代下的粉丝文化呈现出多种新的表现形态。而在网娱文化中,粉丝群体的网络创作和网娱社区的出现尤为引人注目。本文在对这些新现象进行解读的基础上,试图对当下的粉丝文化在大众文化视野中的位置进行观照... 与昔日的追星一族相比,网娱时代下的粉丝文化呈现出多种新的表现形态。而在网娱文化中,粉丝群体的网络创作和网娱社区的出现尤为引人注目。本文在对这些新现象进行解读的基础上,试图对当下的粉丝文化在大众文化视野中的位置进行观照,并对粉丝文化的性质作出探讨。 展开更多
关键词 网娱 粉丝行为 粉丝文化
下载PDF
大学生手机成瘾与孤独感、手机使用动机的关系 被引量:239
2
作者 刘红 王洪礼 《心理科学》 CSSCI CSCD 北大核心 2011年第6期1453-1457,共5页
为探讨手机成瘾与孤独感、手机使用动机的关系,采用手机成瘾指数量表、UCLA孤独量表和手机使用动机问卷对442名大学生进行测量,并综合运用相关分析、多元方差分析和路径分析考察变量间的关系。结果表明:(1)孤独感影响手机成瘾的路径有两... 为探讨手机成瘾与孤独感、手机使用动机的关系,采用手机成瘾指数量表、UCLA孤独量表和手机使用动机问卷对442名大学生进行测量,并综合运用相关分析、多元方差分析和路径分析考察变量间的关系。结果表明:(1)孤独感影响手机成瘾的路径有两条:一是直接预测大学生的手机成瘾,二是通过网娱动机间接预测手机成瘾。(2)孤独感是影响手机成瘾的重要因素,对大学生手机成瘾的干预可以从降低孤独感入手。 展开更多
关键词 手机成瘾 手机使用动机 孤独感 网娱动机 大学生
下载PDF
小游戏在线也快乐
3
作者 浅浅蓝 《软件世界(PC任我行)》 2002年第8期74-75,共2页
关键词 络游戏 牛牛游戏 网娱 游戏 小游戏
下载PDF
Proactive Content Delivery for Vehicles over Cellular Networks:the Fundamental Benefits of Computing and Caching 被引量:5
4
作者 Jiping Jiao Xuemin Hong Jianghong Shi 《China Communications》 SCIE CSCD 2018年第7期88-97,共10页
The emergence of self-driving technologies implies that a future vehicle will likely become an entertainment center that demands personalized multimedia contents with very high quality. The surge of vehicular content ... The emergence of self-driving technologies implies that a future vehicle will likely become an entertainment center that demands personalized multimedia contents with very high quality. The surge of vehicular content demand brings significant challenges for the fifth generation(5G) cellular communication network. To cope with the challenge of massive content delivery, previous studies suggested that the 5G mobile edge network should be designed to integrate communication, computing, and cache(3C) resources to enable advanced functionalities such as proactive content delivery and in-network caching. However, the fundamental benefits achievable by computing and caching in mobile communications networks are not yet properly understood. This paper proposes a novel theoretical framework to characterize the tradeoff among computing, cache, and communication resources required by the mobile edge network to fulfill the task of content delivery. Analytical and numerical results are obtained to characterize the 3C resource tradeoff curve. These results reveal key insights into the fundamental benefits of computing and caching in vehicular mobile content delivery networks. 展开更多
关键词 content delivery mobile edge network vehicular network
下载PDF
Digital Game as a New Media, and Digital Game Playing Habits of Youngsters in Turkey
5
作者 Deniz Yengin Cem S. Sutcu 《Journalism and Mass Communication》 2011年第2期88-97,共10页
Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living ... Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area. 展开更多
关键词 GAME new media digital game
下载PDF
上一页 1 下一页 到第
使用帮助 返回顶部