Abstract
This article started with an introduction of the objectives of planning
and holding the special forum on online games and media culture. It went
on further to synthesize more discussions from the face-to-face roundtable
meeting among the five invited experts in this field. The discussions
generally focused on three aspects. The first aspect is to look at the
research methods and the related communication theories as well as the
unique characteristics of the online games. The second aspect is to
explore the significance of game violence which has been explained in the
network of game texts, gamer experiences, and social contexts. The last
aspect is to focus on the safety issues of online games, in which the
gamers practice and cultivate their competences to deal with the risks in
the real world. The article ended with suggestions for expansion and
extension of future research efforts as well as the theoretical scope.
and holding the special forum on online games and media culture. It went
on further to synthesize more discussions from the face-to-face roundtable
meeting among the five invited experts in this field. The discussions
generally focused on three aspects. The first aspect is to look at the
research methods and the related communication theories as well as the
unique characteristics of the online games. The second aspect is to
explore the significance of game violence which has been explained in the
network of game texts, gamer experiences, and social contexts. The last
aspect is to focus on the safety issues of online games, in which the
gamers practice and cultivate their competences to deal with the risks in
the real world. The article ended with suggestions for expansion and
extension of future research efforts as well as the theoretical scope.
Translated title of the contribution | Forum: Online Games and Media Culture |
---|---|
Original language | Chinese (Traditional) |
Pages (from-to) | 1-17 |
Number of pages | 17 |
Journal | 新聞學研究 Mass Communication Research |
Issue number | 108 |
State | Published - Jul 2011 |
Keywords
- cyber community
- game culture
- gaming violence
- online game