From industry development to social influence: video games in Chinese newspaper coverage, 2010–2020

IF 2.1 2区 文学 Q2 COMMUNICATION Chinese Journal of Communication Pub Date : 2022-08-17 DOI:10.1080/17544750.2022.2108860
Shuguang Zhao, Yiming Liu
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引用次数: 0

Abstract

Abstract Through quantitative content analysis, this study outlines the media construction of video games in Chinese newspapers in the period 2010–2020 from four aspects: dominant themes, tones, benefits–threats, and stakeholders. The findings indicate that the dominant themes of game coverage shifted from the commercial and industrial fields to social concerns, while the tone toward gaming became more negative. Entertainment remained the most prominent benefit of gaming in media coverage, while media concerns about game addiction increased immensely. Notably, game developers increased their presence as information sources. They were also the dominant responsibility takers for the gaming impacts in 2010–2015, after which the media more frequently attributed responsibility to all stakeholders.
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从行业发展到社会影响:2010-2020年中国报纸对电子游戏的报道
本研究通过定量内容分析,从主导主题、基调、利益-威胁、利益相关者四个方面概述了2010-2020年中国报纸电子游戏的媒介建构。研究结果表明,游戏报道的主要主题从商业和工业领域转向社会关注,而对游戏的态度变得更加消极。在媒体报道中,娱乐仍然是游戏最突出的好处,而媒体对游戏成瘾的关注也在不断增加。值得注意的是,游戏开发者增加了他们作为信息来源的存在感。他们也是2010-2015年游戏影响的主要责任承担者,之后媒体更频繁地将责任归咎于所有利益相关者。
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来源期刊
CiteScore
4.70
自引率
3.70%
发文量
38
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