"娱乐至死"?从电子游戏到游戏化的红色文化传播
"Amusing Ourselves to Death"?From Games to Gamified Dissemination of the Red Culture
宋璞良 1高岚1
作者信息
摘要
Z世代青年逐渐成为时代的主力,游戏化传播是广大玩家的狂欢,以寓教于乐的名义进行游戏与知识学习在理论研究层面是行之有效的.文章从游戏与游戏化出发,思考将红色文化融入其中.研究发现,理论层面游戏化对红色文化传播具有益处与优势.但也提出一定的担忧,娱乐化下的严肃游戏是否真的符合当前的市场,将红色文化融入游戏中应该侧重于"游戏与娱乐"还是侧重于"功能与叙事".基于此,在控制论下借助期望值理论对"态度"与"信念"进行考量.
Abstract
Gamification dissemination is a carnival for a large number of youth players in the Z-era.The article aims to integrate game culture into red culture,finds that gamification has sufficient benefits and advantages for the dissemination of red culture.With the help of expectancy theory,this paper takes"attitude"and"belief"into consideration.It argues that more attention should be paid to whether serious games under entertainment are truly in line with the current market,and whether incorporating red culture into games should focus on"game and entertainment"or"function and narrative".
关键词
游戏化/游戏传播/红色游戏/严肃游戏Key words
gamification/game dissemination/the red culture game/serious games引用本文复制引用
出版年
2024