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《王者荣耀》的传统人物再造与受众认知改变研究
Research on the Re-creation of Traditional Celebrities in Glory of Kings and the Cognitive Change of Audience
【作者】 张玲;
【导师】 束秀芳;
【作者基本信息】 安徽大学 , 新闻传播学, 2019, 硕士
【副题名】基于媒介记忆视角
【摘要】 权威数据显示,2018年中国网络游戏用户规模达到6.26亿人,几乎占到总人口数量的一半,时下最火爆的现象级网游《王者荣耀》,用户规模早已突破两亿,成为公众尤其是年轻一代人无人不知的国民手游,近年甚至跨出国门开拓海外游戏市场,举办国际性的电竞职业联赛,其影响力引发社会各界的关注。网络游戏的根本目的是娱乐,但其文化属性越来越不容忽视。《王者荣耀》作为一款英雄召唤类游戏,截止2019年初共推出89个游戏人物,其中75个取材于中国传统历史神话人物,游戏与文化彼此渗透,相互交融,游戏用户在玩游戏的过程中,难免会受到游戏世界中审美、文化偏向,甚至是价值观、世界观的影响。游戏是娱乐方式,亦是难以否认的重要文化载体,在游戏媒介化的当下,承担着文化传播的社会使命。我作为一位《王者荣耀》玩家,深刻意识到网络游戏中纷繁绚丽的游戏人物形象对脑海中传统人物原型的冲击,一边是刻板模糊的黑白国画肖像,一边是生动精美能够一起互动一起战斗的网游新形象,提到鲁班这一人物,脑海中的第一反应不是拿着锤子的木匠,而是游戏中的暴力机器人,原本的传统文化形象似乎渐行渐远。基于这样的发现和担忧,我将毕业论文的落脚点放在了以《王者荣耀》为代表的网络游戏上,探析游戏中传统人物的改造对社会文化认知的影响。我们对传统人物的记忆大多来自于媒介,本文将从媒介记忆理论的视角出发,报刊的报道是媒介记忆,书籍的插图是媒介记忆,电视的影像是媒介记忆,游戏媒介化的当下,网络游戏再造的人物形象同样也是一种媒介记忆!这种记忆影响力如何呢?笔者采用分组深度访谈的方法,建立游戏组和对照组,以十个游戏中出现的传统人物为研究对象,分别进行深度访谈对比两组受众之间是否存在记忆的差别。本文将从以下几个问题展开研究思路:1、游戏也是媒介记忆,那么这种游戏记忆呈现出怎样的特点?《王者荣耀》对传统历史神话人物进行了怎样的重构再造,这种文化再造的社会动因是什么?2、通过分组的深度访谈,调查《王者荣耀》的游戏形象是否已经“鸠占鹊巢”,取代了人物原型记忆,对游戏受众的文化认知产生了影响?3、如果取代了原型,它成功的原因是什?如果没有取代,是什么原因导致了失败?经过研究发现,《王者荣耀》对传统人物的再创造过程是全方位、多角度的,涉及人物外观、所属年代、性格、职业、社会关系等多个方面,呈现出外观潮流化、关系分离性、时代架空性等诸多特征。传统元素被改头换面,千奇百怪的再造背后,体现的是娱乐化大潮下,社会当下的娱乐文化诉求。在分组深度访谈中,对比十个传统人物(包含鲜为人知的传统神话人物)普及率,游戏用户对于冷门传统人物的认知程度要普遍高于非游戏用户,网络游戏在冷门文化的浅层普及传播中潜力巨大。笔者将受众对传统人物的记忆分为三个阶段:表层外型记忆、中层知识记忆、深层价值记忆。我们发现,《王者荣耀》成为游戏受众关于传统人物外型记忆的最主要来源,游戏受众脑海中传统人物的形象33%直接来源于《王者荣耀》,而非玩家群体最主要的人物形象来源是各类电视作品和书籍。有趣的是,网络游戏虽然成为玩家群体的最主要传统形象认知来源,但是它并没有挤占玩家群体脑海中书籍和电视作品已形成的固有印象的记忆空间,而是在玩家脑海中“无法想象人物外观”的“无印象区域”分走了最大的一块“蛋糕”。而在更深层的知识和价值记忆领域,《王者荣耀》用户与非玩家群体没有表现出明显区别。外型记忆市场上,网络游戏人物形象正在成为一代人的集体记忆。游戏在塑造形象方面拥有得天独厚的才能,却也在固有传统文化记忆前表现出无力。游戏记忆的烙印在侵入社会文化记忆空间时,不仅体验着新时代的包容接纳,也面临着来自传统文本、媒介和受众群体自身的抵抗。部分游戏形象成功深入人心,另一些则在形象之争中败北,记忆与遗忘都是文化策略,他们的博弈构成了当下青年人的文化记忆景观。游戏与传统的博弈是文化流变的探索过程,游戏在弘扬传统文化领域有其优势,如实现冷门文化的普及,打破传统人物的“脸谱化”,激活传统文化创造力,提高大众对传统人物的兴趣,建构玩家群体的民族文化认同。但与此同时,娱乐本位也导致传统人物背景语境和精神价值的缺失,丧失文化内核,只停留在媒介浅层记忆当中的《王者荣耀》面临着随时被取代的风险。娱乐化浪潮下,被卷入其中的传统记忆与游戏记忆,既相互融合,又彼此抵抗,承载着传统文化的网络游戏未来究竟能够走到哪一步,还需社会各界时刻关注。
【Abstract】 According to authoritative data,the number of online game users in China reached 626 million in 2018,accounting for almost half of the total population.The most popular phenomenon-level online game,"Glory of the Kings",has already exceeded 200 million users,becoming the national mobile game in China."Glory of the Kings"is familiar to younger generation.In recent years,it has even opened its doors to the overseas market and organized international e-sports professional competitions.Its influence has attracted the attention of all sectors of society.As a hero summoning game,"Glory of the King"has 89 game characters,75 of which are based on traditional Chinese historical myths.Games and culture influence each other.In the process of playing games,players will potentially be influenced by its aesthetic,cultural bias,and even values and world views.Games are entertainment.At the same time,they are cultural carriers.Games are increasingly seen as a medium,they need to bear the burden of social responsibility of cultural communication.As a player of’Glory of the King",I am deeply aware of the impact of the game characters on the prototype of traditional characters in my mind.On one side is a stereotyped portrait of black and white Chinese paintings,and on the other side is a lively and beautifully new character.When referring to a LuBan,the first reaction in my mind is not the carpenter,but the robot in game.The original image seems to be gradually drifting away.Based on such findings and concerns,I want my paper focus on the online game,taking"Glory of the King" as an example to analyze the re-creation of traditional celebrities in the game and their influence on cultural cognition in society.Most of our memories come from the media.From the perspective of media memory theory,newspaper reports are media memories,books’ pictures are media memories,TV images are media memories,since the idea that game is a kind of media is becoming more and more popular,the recreated characters can also be seem as a media memory! What is the impact of this memory?I will use group in-depth interview,to compare the differences between the two groups of audiences in their cultural cognition to find the answer.I will establish the experimental group,whose audience are game players,and the comparison group,whose audience never touched the game.Then selecting 10 traditional characters in game and comparing the differences between the two groups.We will also use questionnaires,in-depth interviews,literature analysis and other methods to help.My paper will begin from the following questions:1.In the Glory of the Kings,what kind of re-creation has traditional celebrities experienced?What is the social motivation for this cultural re-creation?2.The game characters in"Glory of the Kings",can they replace the original images of traditional celebrities?3.If they succeeded,what is the reason for their success?If they failed,what is the cause of the failure?The research found that in the"Glory of the Kings"the re-creation of traditional celebrities is multi-faceted,involving appearances,ages,personalities,occupations,social relations and other aspects.The re-creation process presents many characteristics such as fashion appearance,separation of relationship,and emptiness of the times.The re-creation reflects the culture appeal of the society under the tide of entertainment.In the group in-depth interview,I compared cognition about traditional celebrities of two different groups.The game players are generally know more information about traditional celebrities.That means game have potential in spreading unpopular traditional culture.If we take audience’s cognitive process into three levels:surface appearance cognition,deep knowledge cognition,and underlying value cognition,we can find that "Glory of the Kings" has already become the most important source about the appearance of traditional celebrities in players.33%images of traditional celebrities in the players come directly from the game.Most of non-player group’s images are coming from the various TV works and books,accounting for 25%and 24%.Interestingly,although online games have become the most important source of traditional image recognition for players,they do not occupy the space of images from books and TV in players’ memory.They get the biggest piece of "cake" from the "unimaginable part" in memory area.But in the deeper level of cognition,there is no significant difference can be seen between two groups.Game is a media,and cognition is a kind of memory.Game characters are becoming the collective memory of a generation.It has talent to shape the image,but also shows weakness in front of the traditional culture.When the game came into traditional culture area,there are not only warmly welcome but also resistance.Some images have been successfully penetrated into the minds of players,while others have failed.Memory and forgetting are all cultural strategies to write collective memory of a generation.The process of welcome and resistance are also the exploration process in the cultural evolution.The game has advantages in helping the traditional culture,such as popularization of the unpopular culture,breaking the "old face" of the traditional characters,activating the creativity of traditional culture,building a sense of national identity.However,the entertainment trend also leads characters to the entertainment hell.Lacking of background and spiritual values makes game characters lose cultural core.The "Glory of the King",which only stays in the shallow memory of the media,will face the risk of being replaced in the future.Under the wave of entertainment,the tradition and game that are involved in it are mutually integrated and resistant to each other.How far can they go in the future?The answer still need more researches from all society.