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中国语境中的游戏机文化
路云亭
(上海体育学院)
摘要:
电子竞技是游戏,并非体育项目。同任何一种新文明形态的出现一样,电竞的出现也引起了以家长为代表的特定群体的焦虑。电竞在中国一度承受着负面名声,这既与儒家对游戏的贬抑动能有关,也与其内在的暴力、色情、成瘾三大危害有关,而电竞的真正危害表现为对职业队员的身体损伤。电子竞技与同类先锋文化有紧密的互动关系。电竞的最大优势在于可以将棋牌、动漫、神话故事等纳入其中,打通诸多先锋性艺术领域。将棋类、扑克牌、麻将、射击、电子竞技、归入一种全新的智力奥运会的行列更符合科学规划,电子竞技的真正出路也在于此。
关键词:  电子竞技  集体性焦虑  新型游戏  非体育属性
DOI:
基金项目:
Game Console Culture in Chinese Context
LU Yun-ting
(Shanghai University of Sport)
Abstract:
Abstract:E-sports is a game, but not a sport. Like any new form of civilization, the emergence of e-sports has caused anxiety among certain groups represented by parents. E-sports once suffered a negative reputation in China, which was not only related to the derogatory kinetic energy from Confucius towards games, but also related to the inherent three harms of violence, pornography and addiction. The real danger of e-sports is the physical injury to professional players. E-sports has close interaction with the pioneer culture of the same kind. The biggest advantage of e-sports is that it can include chess and poker, animation, fairy tales, etc., so as to break through many pioneering art fields, and integrate chess, poker, mahjong, shooting, e-sports, into a new category of intellectual games ranks in line with scientific planning, which is the real way of e-sports.
Key words:  e-sports  group anxiety  new game category  non-sports attribute

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