新闻知识2024,Issue(4) :63-67.

"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 高岚
新闻知识2024,Issue(4) :63-67.

"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
扫码查看

作者信息

  • 1. 陕西服装工程学院,艺术设计学院
  • 折叠

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
新闻知识
陕西日报社 陕西省新闻研究所 陕西省新闻工作者协会

新闻知识

影响因子:0.392
ISSN:1003-3629
参考文献量5
段落导航相关论文