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作业代写:Interpersonal communication in online game

2018-04-10 来源: 51due教员组 类别: Essay范文

下面为大家整理一篇优秀的essay代写范文- Interpersonal communication in online games,供大家参考学习,这篇论文讨论了网络游戏中的人际传播。网络人际传播是指人与人之间借助计算机和互联网进行的非面对面的传递信息、交流情感的传播活动,它以文字和网络符号为主要表达方式。情感的需求是网络游戏中产生人际传播的首要动机。玩家进行游戏,主要以娱乐为目的,这一前提就成为一种愉悦情感的诉求。无论玩家进行怎样的网游内人际传播,其出发点都是把自身情感的需要放在了首要位置。由于网络游戏的虚拟性,网游中的人际传播范围要相对大于现实社会。

Interpersonal communication,人际传播,essay代写,paper代写,北美作业代写

Since online games are multiplayer online games and entertainment as the main goal, players in online games naturally generate group concepts. Since then, groups and individuals, groups and groups, individuals and individuals have had their own communication effects. The communication between individuals and individuals is called interpersonal communication. Computer refers to Interpersonal Communication, which refers to the Communication activity of Communication and Communication between people with the help of computers and the Internet, which is mainly expressed in words and network symbols. Firstly, interpersonal communication is motivated. Compared with traditional interpersonal communication motivations, the interpersonal communication motivation of online games is reflected in the following aspects:

Emotional needs are the primary motivation for interpersonal communication in online games. Players play games, mainly for the purpose of entertainment, this premise becomes a pleasure emotional appeal. No matter what kind of network game the player carries on the interpersonal communication, the starting point is to put their own emotional needs in the first place. About online game in many systems, such as a team, partner system, conference system, competitive system and so on are the senses and psychological experience of players for the first, around the player provides virtual emotional need be materialized, realistic data system. Players in the reality of the group, group, virtual marriage and other group behavior as the joy point, and other people in the game of interpersonal communication. For the team system in the online game, this paper defines it as a group activity that is carried out among the players for the common purpose. When a player wants to play a copy of the game or a competitive PK, they often need to collaborate with each other, and they will communicate with others and find teammates to achieve their own goals.

When players for the game, because virtual character image symbols or virtual force data cannot achieve their desired effect, so often by the trading system promoting virtual character strength and beautify the appearance of virtual characters, and other players to exchange between virtual money and items or items with real currency exchange. At this time, there will be trade relations between players, and the form of dialogue initiated by them will also be reflected in interpersonal communication in online games. In the context of online games, emotional needs have replaced information needs as the primary motivation for interpersonal communication. In the environment of online games, players focus on entertainment, and they focus on controllability and independence and are seldom disturbed by outside information. Such a specific information delay environment determines the social communication and interpersonal communication.

Maslow divides people's needs into five levels: physiological needs, safety needs, love and belonging needs, people's respect for needs and self-actualization needs. In real life, not everyone can get these completed and needs, but the network game, network game has realized the human dream, meet the needs and desires of the players inside, let the player's mind find export, for their emotion and stress release, provides a place for the best. Due to the above said the convenience of Internet dating player and interpersonal communication activities, make the players in the game world relationship becomes complicated, especially the competitive system, can make many players form a hostile relationship, produce special hostile relationship between interpersonal communication in the online system. In addition, there is a huge difference between social interpersonal communication in the traditional sense, and the interpersonal communication range in online games is fundamentally different from that of social interpersonal communication.

For interpersonal communication in real society, it is mainly the face-to-face communication between two individuals or two individuals, or communication in the form of simple media. Due to the virtual nature of online games, the interpersonal communication scope of online games is relatively larger than that of real society. Online games in the interpersonal communication in interpersonal communication and society is the biggest difference between the individuals to spread information spread by the range is very wide, can achieve the largest server under the system of the world. Everyone in the world can accept the information they release and may be influenced by it. This a form of communication is unique in online games, mainly by means of the operator provided game props, will be released his words to the world, at the same time to accept the information may have tens of thousands to hundreds of thousands of people, this form is mandatory. The scope of human-to-human transmission of online games, the author for the three types of online games: turn-based games, role-playing games, sports games in the commonality and summarizes its joint virtual system, three layers of interpersonal relationship in the influence and mixed interpersonal communication activities.

Players in online games are special creators and experiencer, and players can create their own rule circles under the rules of the big world system. The circle of friends is the most popular rule circle, which is influenced by the central players, and the interpersonal communication centers around the central players. The circle of friends refers to a small circle of players, with a self-centered, radiating relationship. Here, the personal influence is larger, the individual can control and mobilize the players in the circle of friends to play virtual activities. The friends in the circle of friends are either connected or disconnected, and they have their own circle of friends.

As an online game, the guild system is one of the characteristics of network game, which plays a decisive role in the gathering of popularity. The guild refers to a multiplayer organization whose main purpose is entertainment and profit. When players join a guild, they are regulated by specific rules in the guild, and are protected by the guild. The benefits and obligations are balanced, which encourages many players to join the guild. When players in guild channel to spread, belong to the guild player can receive information, the scope of the interpersonal communication from people to people and people, but the basic definition has not changed, still belongs to the category of interpersonal communication, but the interpersonal communication in the guild can block, is not mandatory.

Online games in the world is refers to the current player's game server autonomous formation of the world system, the system operates with the help of a server terminal, by planners and operators planning framework and content, by independent of economic system and multiple virtual rules. In the online game, there is a kind of Shouting prop, which can be used by players to release the information they want to express in the whole world. This form is mandatory, and it cannot be forced to propagate the information, as it is in the case of a shielding guild. Players in casual has a huge range of interpersonal communication, the consequence is also difficult to estimate and predict the impact far beyond the spread and guild friends circle of influence brought by combined. Both of these things often change dramatically because of the forced spread of the world. In the system of these three, the circle of friends and guild is complementary, while the world circle dominates the former two, creating a circle of friends and guild circle.

Due to the free transmission mode of Internet users, the content of the players' communication is lack of gatekeepers, so that many bad information is spreading rapidly. Here, the gateways in the process of communication are lost. Due to subject only two aspects of operators and players, the operator of information transmission for a player to control where there are lots of does not reach the designated position, simply blocked some indecent words, the information content and information security did not consider too much, so in the spread of a wide range of online games is the spread of the negative.

Interpersonal communication is inseparable from the two media of language and attitude, which are indispensable symbols for self-expression and interpersonal communication and play an important role in interpersonal communication. Language just as written communication in the network game, although there is a voice in virtual community, online templates, but most of the network game language transmission also stay in written form. With regard to the network game interpersonal communication, players often use the form of chat, chat channels and other forms of communication. But language alone here some modal particles and the meaning to players said their emotion, other players can't through tone firm hesitation, tone of voice to determine each other's emotional expression and meaning. Therefore, language as a symbol of communication is restricted in this respect. Due to the lack of other symbols such as human facial expression and eye contact, language symbols are the most important media in network games.

Language symbols are limited in online games, as well as the attitude symbols. Due to the virtual nature of characters in online games, the actions of real characters are concealed, so there are certain restrictions on the effect of these gestures. However, the emoji characters in the online games, the virtual action buttons of the characters and the "emoji" supplemented by the input method have assisted the disguised effect of the posture to a certain extent. The effect of self-expression, interpersonal communication and communication has also been improved, and in a certain sense, it can achieve the spread of hyperlinguistic meaning. Secondly, online games in the fashion system also can be used as a symbolic form, that in reality as self-expression clothing also manifests in online games, players can buy or make their own clothing apparel, forming self aesthetic expression of the will. These fashion symbols also become the first impression of interpersonal communication in online games.

China's online games are already in a stable and mature stage of development. As a whole, China's online games constantly attach importance to its communication function. With the pulse of online games, Chinese online games will become more mature and rational.

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