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A Discussion of The Game and Socio-Cultural Condition Based on a Close Analytical Reading of World of Warcraft

2021-12-01 来源: 51Due教员组 类别: Essay范文

51Due教员组今天给各位留学生带来一篇纯原创代写英语写作范文,在这篇文章中,它讨论了《魔兽世界》游戏在多大程度上反映了社会文化状况。希望这篇可以帮助到各位留学生,同时需要代写也可以直接联系我们51Due客服vx(vx:Jenny_dynh)进行咨询。 

A Discussion of The Game and Socio-Cultural Condition Based on a Close Analytical Reading of World of Warcraft

Games and society are always related with each other. However, it remains a debate in terms of the degree of games reflect the social conditions. In this essay, it discusses to which degree the game of World of Warcraft reflects socio-cultural condition.

 

The games seems to become a paradise outside the real world, or another ideal place to realize, but in fact it is still based on the interaction of people. Society is formed in the communication between people. In psychology, sociality can be viewed as an interactive process. The process of talking to others in face to face is in fact the exchange. Some people are naturally born shy. This kind of social interaction is not smooth. Then,there is loneliness. However, the video games provide a solution. The videogaming experience is a channel through which people can learn to see self as a quantifiable entity(Garner, 1991). In online games, more people express themselves. In online game life, everyone can have a mask and It is up to them to decide which role they want to play. Due to the special national conditions, people often see the emergence of many excessive online game behaviors. This is usually because online games are vents for the dissatisfaction of some people with the real world. Some people use online games to vent, and some people change online games. Therefore, the interaction is more direct and stimulating. Here, the interaction between people is expressed as friendly or confrontational. People like friendly expressions, and some people like expressions of confrontation. If the game itself is set to suit various social situations, then the players will naturally follow the game designer's ideas into the flow of this game, and start his online game life. Therefore, compared with her predecessor EQ, the WoW and the real world's opposition has been reduced a lot. EQ hints or explicitly tells the player through various channels in the game that they will lose a lot when they leave the game offline.  WoW is resting the slot, and the DEBUFF goes offline. However, WoW remains the most addictive game at the end of 2005.

 

The timely incentive mechanism of this game and the mutual encouragement of gamers have enabled them to have an unprecedented sense of social identity. People need the recognition of others and society, and they need a sense of belonging. Only after receiving acceptance from the society and acknowledging it can we form a stable sense of self-esteem and establish a stable self-identity. Only then can we gain confidence and security. In reality, it is difficult to be what they want to become. There is the sociocultural aspects of digital games(Jahn-Sudmann, & Stockmann, 2008). In the game, they can maximize themselves, maximize their performance, and get their game’s quality equipment on their own time and money. The more people will be appreciated by their peers. Taking WOW as an example, it took one to two years to get from one level to thirty levels before. Now it takes at least one month from thirty to forty. Thus, the game will be prompted, making the player's achievement is becoming stronger, and the psychological motivation for playing games is stronger. This kind of virtual social identity not only does not help, but it can make its cognitive dissonance and make its own outlook on life valuesoff-track. The membership of the group will give people a sense of personal identity and self-esteem. In the game, everyone is equal. They all rely on their own time and equipment. The performance is visible in that world. Therefore, they will receive courtesy. Those who want to get social recognition from online games will turn the various social judgments and self-value judgment rules of the online society as o the reference frame of their actions. The more individuals form the values that are consistent with the online game society, the more they can find a sense of belonging from the online game society.

 

However, WoW nowadays use attacks, battles, competitions, and tasks as the main factors, and use these to create a living space that is different from reality. World of Warcraft as a popular online game makes confrontation as major forms of it but gradually people can saw more types of social interactions in it. In such a space, they can behave as they want and they can destroy what they don’t like and follow their own habits to build their own circle of contacts. Everything is centered on them, and reality is often the opposite of it. People are species of a social nature. In reality, everything will be subject to certain restrictions. The words and deeds will affect others. The thoughts can be active, but not all actions can be performed. There is a growing video game culture including a lot of different social transformations(Muriel, 2015). In contrast to this reality, in that closed world of their own, they can develop their own personality regardless of other people's feelings. If they can't go on, they can rebuild their number and start over. Individuals in the game are more autonomous. However, it has really returned to the real world. It is not acceptable to use this attitude towards virtual reality. The attitude of life in online games and real life is opposed. After all, even virtual happiness is happiness. However, the current negative comments on online games from the public opinion mostly come from this opposing attitude.

 

The game comes from life but beyond life. The thrill of the game players is related to the sense of belongings and achievement that they desire in the society, which reflects the connection between the games and real life. The attacks, battles, competitions, and tasks in WoW also increased the distance of the video games from the society.

 

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