戏假情真:《王者荣耀》如何影响玩家对历史人物的态度与认知

何威 李玥

国际新闻界 ›› 2020, Vol. 42 ›› Issue (7) : 49-73.

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PDF(12251 KB)
国际新闻界 ›› 2020, Vol. 42 ›› Issue (7) : 49-73.
传播学研究

戏假情真:《王者荣耀》如何影响玩家对历史人物的态度与认知

  • 何威 李玥
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Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitude and Cognition to Historical Figures

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摘要

流行MOBA手游《王者荣耀》引发了游戏是否影响了玩家历史观的广泛讨论。数 字游戏相较其他媒体,在影响使用者认知方面具有特殊性。本研究通过非随机抽样方 式,问卷调查了907位具有高等教育背景的成年人(含312名《王者荣耀》玩家)对真 实历史人物的喜爱程度、进一步了解意愿和相关史实认知,并结合其游戏行为和人口 统计信息进行了分析。结果发现《王者荣耀》确实影响了玩家对真实历史人物的态度 和认知,尤其是熟练使用特定英雄的玩家,比其他玩家和非玩家都更喜爱相应历史人 物;在了解意愿和史实认知方面,游戏行为带来的影响并不显著。“化身认同”概念 与“戏假情真”效应可以解释这种影响的心理机制。

Abstract

Honor of Kings (HoK) is one of the most popular mobile game in the world. There are vigorous debates on whether and how HoK will influence historic view of the players (especially juveniles). However there is still lack of related empirical research. This paper aims to provide some evidences as well as develop a theory on the influencing mechanism of similar games. Survey studies were conducted with 907 valid samples of adults with high educational background. Data including with the emotional attitudes towards real historical fgures, willingness to know, and related historical knowledge of the respondents was collected. Their gaming behavior and demographic information were also measured. The results of the studies demonstrated that playing HoK does have emotional in?uence on the player’s attitude towards historical fgures, especially for those are familiar with certain heroes of HoK. The paper introduces an explication of the in?uencing mechanism with the effect of “real emotions in virtual play” that is based on the concept of player-avatar identifcation.

关键词

王者荣耀 / MOBA / 数字游戏 / 化身认同 / 历史观

Key words

Honor of Kings / MOBA / mobile games / player-avatar identifcation / emotions

引用本文

导出引用
何威 李玥. 戏假情真:《王者荣耀》如何影响玩家对历史人物的态度与认知[J]. 国际新闻界. 2020, 42(7): 49-73
Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitude and Cognition to Historical Figures[J]. Chinese Journal of Journalism & Communication. 2020, 42(7): 49-73

基金

本文为教育部人文社会科学研究规划基金《数字游戏批评的理论建构与话语实践研 究》(项目批准号:18YJAZH025)的阶段性成果。

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