The Role of Social Policies in The Development of Electronic Games in The Field of Public Opinion
DOI:
https://doi.org/10.54097/x9ggfh92Keywords:
Social policy; Video game development; Public opinion; People’s perception; Game value.Abstract
With the development of video game, the status of video game in society has been rising. On the one hand, the value of video game does contribute to the development of society, but on the other hand, there have been many problems with the development of game like the impact of violent games on teens and Gaming addiction. According to the "Statistical Report on the Development of the Internet in China", as of December 2018, the number of people addicted to games in China has reached 27.5%. Therefore, how to develop game has become a topic of great concern for the government and game makers. This study tries to find the relationship between social policy and video game development in the field of public opinion through the case study method. Provide policy theoretical support for how to develop video game. The study found that social policy does work in video game development in the field of public opinion by changing people’s perception of video game.
Downloads
References
Grant Tavinor. Videogames and Aesthetics. Philosophy Compass, 2010, 5: 624-634.
Nick Dyer-Witheford, Greig de Peuter. Games of Empire: Global Capitalism and Video Games. Paperback, December 8, 2009.
Graeme Kirkpatrick. Computer Games and the Social Imaginary Polity, October 30, 2013.
Sotamaa, Olli. Studying Game Development Cultures. Games and Culture, 2021, 16(7): 835-854.
Ma Hongliang. The Educational Value of Video Games: New Perspectives from American Studies. Open Education Research, 2009, 15(01): 105-109.
Han Qingnian, Li Yi. Discussion on the Role of Online Games in Online Education. Distance Education in China, 2003, (15):73-75.
Xu Qing, He Jia. Translation and Application Design of Traditional Cultural Elements in Digital Games. Design, 2022, 35(04): 113-115.
Zhu Zhiting, Deng Peng, Sun Liwen. Entertainment and Education Technology: The New Frontier of Educational Technology. China Educational Technology, 2005, 5: 11-14.
Malone, T. W., Lepper, M. R. Making learning fun: A taxonomy of intrinsic motivations for learning. New Jersey: Lawrence Erlbaum Associates, 1987: 223-253.
Shang Junjie, Pei Leisi. Reinventing the way of learning: the core educational value and application prospects of games. China Educational Technology, 2015, 5: 41-49.
McCombs M E, Shaw D L. The agenda-Setting Function of Mass Media. Public opinion Quarterly, 1972, 36(2): 176-187.
Downloads
Published
Conference Proceedings Volume
Section
License
Copyright (c) 2024 Journal of Education, Humanities and Social Sciences

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.