下面为大家整理一篇优秀的essay代写范文- Virtual consumer society in video games,供大家参考学习,这篇论文讨论了电子游戏中的虚拟消费社会。网络游戏中的虚拟社会作为现实社会的一种缩影与映射,从本质上决定了虚拟社会必然会有一些现实社会所具有的因素,加之虚拟社会和现实社会都是由真实的人所构成的,所以虚拟社会在一定程度上就是一个微缩的现实社会,但是游戏本身又作为现实社会中人们的一种娱乐消遣,其自身就带有一定的消费因素,所以虚拟社会就必然不可能是完全具有现实社会中所具有的所有社会现象,虚拟社会对于人的欲望的实现有一种化繁为简的功能,使人可以在虚拟社会中付出很少的行动即可获得很大的回报。因此消费社会这个概念在虚拟社会中也是只能体现到一部分,并不是完完全全的与现实的消费社会这个概念一致。所以虚拟社会可以看作是一种对于现实社会的异化的存在。
Baudrillard wrote of abundance in "the consumer society." "accumulation and abundance are obviously the most impressive descriptive characteristics. The large stores are full of tinned food, clothing, food and cooking materials, which can be regarded as the basic landscape and geometry of abundance. Cuhk mall real life abundant goods by accumulation is causing an inexhaustible illusion, rare in this environment of blur, each time we go to the supermarket to buy a bag and a bag of goods, seems we consume a lot of, in fact, we had taken this piling up a small part of the goods. In electronic game of virtual community, the game will often have for players to choose goods like taobao mall, and reality is different in-game only exists in the form of virtual data of these goods, such as the game player characters wear fashion, used by players and some of the props, its essence is the virtual data, these goods is so virtual goods don't need like real life supermarket shelves of goods piled up, give a person the sense with abundant, its essence is unlimited, so players as long as you have enough money, can be unlimited purchase the same items, There will be no reduction in the number of virtual goods, and the abundance of virtual goods and goods that is the difference between reality and virtual goods not because players to buy and have substantial decrease, while the real goods due to the consumption of resources will have a substantial reduction, although this reduction may be only a small part of the little, we ate an egg in the morning, then this world without an egg, but because the eggs from chicken, so this consume little for reality, and ate an egg in the virtual world, but change is data, there is no substantial reduction. Therefore, both virtual goods and real goods give people the feeling of inexhaustible, and the rarity of goods is weakened to almost zero. It is by giving such a feeling that people are confused by the appearance of abundance in their consumption.
Baudrillard refers to the whole as well as the abundance. "outside the most basic and profound form of abundance, the accumulation, things are made up of the whole or the whole. Almost all clothing, appliances and so on offer a range of different goods that can be called, corresponded and negated." This phenomenon can be seen everywhere in our daily life. In large shopping malls, well-matched clothing sets are displayed on models. In the household market, luxury samples can always be seen. Stores use elaborate displays to lure consumers into buying a pair of pants and then buying a top to go with it. In a virtual game society, the operator is also through the combination of the complete set of to entice consumers to spend, players in order to make its role is different, or to pursue their own aesthetic, will go to buy fashion within the game, and this kind of fashion is often from head to toe, designed a set of players, of course, also can choose which one to buy, but it will not be able to get a complete set of fashion brings some benefits, such as suits the properties of the how many dresses can get a kind of what kind of role for reinforcement.
"Today, very little is offered without reflecting its context. The relation of the consumer to the thing thus changes: he no longer sees the thing in its particular use, but in its whole sense the whole thing." Consumption in real life, we tend to match, such as a set of knives, and kitchen decorate collocation, and whether the board color collocation, the price of this knife is worthy of my luxury kitchen decorating, etc., we consume more than simply a used to cut food items, as well as the consumer as an integral part of this feature. This kind of consumption is also exist in a virtual game, players usually like a background in game items, such as the game itself within the plot some heroes wear clothing and equipment, games run chamber of commerce launched to buy the same goods, players when buying these goods consumption is not just individual character and different, but also a copy with heroic image within the game, to meet the players a incarnation of heroes.
Baudrillard in "consumer society" mention of demand for goods, in fact is not completely is a real need of people, he items can be divided into the objective function areas and its denotation and connotation, think items in the field of objective function and its denotation occupies an irreplaceable position, the connotation of the item field is composed of symbolic value. In the real society we live in, a kitchen knife, as a commodity, has the use value of cutting vegetables. If it is only for the purpose of the most basic demand, then the use value of a kitchen knife of 10 yuan and a kitchen knife of 1,000 yuan are exactly the same in the field of objective function. But why is there such a big price difference between 10 yuan and 1,000 yuan? It is because the connotation of 1,000 yuan kitchen knife is different from that of 10 yuan kitchen knife. In other words, the 1,000 yuan kitchen knife contains more symbolic value, which may represent a series of concepts such as luxury and quality. These symbolic values are attached by people to the objects. Still exist in the game of the virtual society constructed with 10 yuan a kitchen knife and 1, 000 yuan of the chopper this relationship, a attribute the same piece of equipment, because of its different appearance, can sell high price, from the perspective of the functional areas of objective, as attribute represents the use value of the two equipment for players is exactly the same, but because of different appearance, satisfy people's dissimilation, psychology, many consumers will buy this kind of game, we call it a "skin" of the equipment, because its in addition to the skin between them is different, the rest are exactly the same. Players to buy the "skin" nature of the equipment as well as 1, 000 yuan of chopper, a symbolic value, given by the game operators in the game in a society generally reflect the symbol value for money, that is a "skin" equipment used by players to the game, the other players see after will think that this person is very rich, so as to meet the people of a kind of vanity psychology.
People's needs can never be satisfied. Baudrillard believed that if people have a demand for an item and consume the item that has a demand, people's needs can never be satisfied, because there will always be other items in front of people. But when we accept that human needs are not needs for individual objects, but needs for differences, desires for social meaning, we understand that there is no full satisfaction, and therefore needs are uncertain. Acknowledging the need for difference actually explains why we buy so many clothes and pants, so many bags and so many pairs of shoes in our lives. In the virtual society of the game, the game operators also induced by continuously introduce new consumer player to consume, a "skin" is said above, for a long time to see the same thing will produce fatigue, so the game operator constantly introducing new "skin" equipment for players to choose, then there is the update of the game content, the content of the players new consumers will produce new demand for the new consumption.
Online games in the virtual community as a miniature of the social reality and the mapping, essentially determines the virtual society is bound to have some of the realistic society has factors, combined with the virtual community and realistic community is made up of real people, so the virtual society to a certain extent, is a miniature of social reality, but the game itself and as a pastime of real people in the society, its consumption of a certain factor, so the virtual society will surely can't be completely in the realistic society of all social phenomena, such as in the virtual community, there is no people have to pay the tax in real society, Virtual society for the realization of human desire has a simple function, so that people can pay little action in the virtual society can get a great return. Therefore, the concept of consumer society can only be partially reflected in the virtual society, and is not completely consistent with the concept of real consumer society. Therefore, the virtual society can be regarded as a kind of alienation of the real society.
Various consumption phenomenon existing in the virtual society essentially is the same and the consumption in real social phenomenon that people in the virtual society of consumer behavior can be demonstrated through realistic consumption theory, thus it can be seen even virtual society, its essence is by people operating behind the scenes, like a consumer society, the people behind the scenes through various means to make people feel themselves will be the reason of influence, also can say that is because people in real life has been plagued by influence, so in the virtual community also has formed a kind of unconscious state of habitual, The behaviors and phenomena of the virtual society in the game can be analyzed through some methodology of the real society, but they are not completely the same with the real society. The virtual society has its unique virtuality, so it still needs to be studied and explored in some aspects.
51due留学教育原创版权郑重声明:原创essay代写范文源自编辑创作,未经官方许可,网站谢绝转载。对于侵权行为,未经同意的情况下,51Due有权追究法律责任。主要业务有essay代写、assignment代写、paper代写、作业代写服务。
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Baudrillard wrote of abundance in "the consumer society." "accumulation and abundance are obviously the most impressive descriptive characteristics. The large stores are full of tinned food, clothing, food and cooking materials, which can be regarded as the basic landscape and geometry of abundance. Cuhk mall real life abundant goods by accumulation is causing an inexhaustible illusion, rare in this environment of blur, each time we go to the supermarket to buy a bag and a bag of goods, seems we consume a lot of, in fact, we had taken this piling up a small part of the goods. In electronic game of virtual community, the game will often have for players to choose goods like taobao mall, and reality is different in-game only exists in the form of virtual data of these goods, such as the game player characters wear fashion, used by players and some of the props, its essence is the virtual data, these goods is so virtual goods don't need like real life supermarket shelves of goods piled up, give a person the sense with abundant, its essence is unlimited, so players as long as you have enough money, can be unlimited purchase the same items, There will be no reduction in the number of virtual goods, and the abundance of virtual goods and goods that is the difference between reality and virtual goods not because players to buy and have substantial decrease, while the real goods due to the consumption of resources will have a substantial reduction, although this reduction may be only a small part of the little, we ate an egg in the morning, then this world without an egg, but because the eggs from chicken, so this consume little for reality, and ate an egg in the virtual world, but change is data, there is no substantial reduction. Therefore, both virtual goods and real goods give people the feeling of inexhaustible, and the rarity of goods is weakened to almost zero. It is by giving such a feeling that people are confused by the appearance of abundance in their consumption.
Baudrillard refers to the whole as well as the abundance. "outside the most basic and profound form of abundance, the accumulation, things are made up of the whole or the whole. Almost all clothing, appliances and so on offer a range of different goods that can be called, corresponded and negated." This phenomenon can be seen everywhere in our daily life. In large shopping malls, well-matched clothing sets are displayed on models. In the household market, luxury samples can always be seen. Stores use elaborate displays to lure consumers into buying a pair of pants and then buying a top to go with it. In a virtual game society, the operator is also through the combination of the complete set of to entice consumers to spend, players in order to make its role is different, or to pursue their own aesthetic, will go to buy fashion within the game, and this kind of fashion is often from head to toe, designed a set of players, of course, also can choose which one to buy, but it will not be able to get a complete set of fashion brings some benefits, such as suits the properties of the how many dresses can get a kind of what kind of role for reinforcement.
"Today, very little is offered without reflecting its context. The relation of the consumer to the thing thus changes: he no longer sees the thing in its particular use, but in its whole sense the whole thing." Consumption in real life, we tend to match, such as a set of knives, and kitchen decorate collocation, and whether the board color collocation, the price of this knife is worthy of my luxury kitchen decorating, etc., we consume more than simply a used to cut food items, as well as the consumer as an integral part of this feature. This kind of consumption is also exist in a virtual game, players usually like a background in game items, such as the game itself within the plot some heroes wear clothing and equipment, games run chamber of commerce launched to buy the same goods, players when buying these goods consumption is not just individual character and different, but also a copy with heroic image within the game, to meet the players a incarnation of heroes.
Baudrillard in "consumer society" mention of demand for goods, in fact is not completely is a real need of people, he items can be divided into the objective function areas and its denotation and connotation, think items in the field of objective function and its denotation occupies an irreplaceable position, the connotation of the item field is composed of symbolic value. In the real society we live in, a kitchen knife, as a commodity, has the use value of cutting vegetables. If it is only for the purpose of the most basic demand, then the use value of a kitchen knife of 10 yuan and a kitchen knife of 1,000 yuan are exactly the same in the field of objective function. But why is there such a big price difference between 10 yuan and 1,000 yuan? It is because the connotation of 1,000 yuan kitchen knife is different from that of 10 yuan kitchen knife. In other words, the 1,000 yuan kitchen knife contains more symbolic value, which may represent a series of concepts such as luxury and quality. These symbolic values are attached by people to the objects. Still exist in the game of the virtual society constructed with 10 yuan a kitchen knife and 1, 000 yuan of the chopper this relationship, a attribute the same piece of equipment, because of its different appearance, can sell high price, from the perspective of the functional areas of objective, as attribute represents the use value of the two equipment for players is exactly the same, but because of different appearance, satisfy people's dissimilation, psychology, many consumers will buy this kind of game, we call it a "skin" of the equipment, because its in addition to the skin between them is different, the rest are exactly the same. Players to buy the "skin" nature of the equipment as well as 1, 000 yuan of chopper, a symbolic value, given by the game operators in the game in a society generally reflect the symbol value for money, that is a "skin" equipment used by players to the game, the other players see after will think that this person is very rich, so as to meet the people of a kind of vanity psychology.
People's needs can never be satisfied. Baudrillard believed that if people have a demand for an item and consume the item that has a demand, people's needs can never be satisfied, because there will always be other items in front of people. But when we accept that human needs are not needs for individual objects, but needs for differences, desires for social meaning, we understand that there is no full satisfaction, and therefore needs are uncertain. Acknowledging the need for difference actually explains why we buy so many clothes and pants, so many bags and so many pairs of shoes in our lives. In the virtual society of the game, the game operators also induced by continuously introduce new consumer player to consume, a "skin" is said above, for a long time to see the same thing will produce fatigue, so the game operator constantly introducing new "skin" equipment for players to choose, then there is the update of the game content, the content of the players new consumers will produce new demand for the new consumption.
Online games in the virtual community as a miniature of the social reality and the mapping, essentially determines the virtual society is bound to have some of the realistic society has factors, combined with the virtual community and realistic community is made up of real people, so the virtual society to a certain extent, is a miniature of social reality, but the game itself and as a pastime of real people in the society, its consumption of a certain factor, so the virtual society will surely can't be completely in the realistic society of all social phenomena, such as in the virtual community, there is no people have to pay the tax in real society, Virtual society for the realization of human desire has a simple function, so that people can pay little action in the virtual society can get a great return. Therefore, the concept of consumer society can only be partially reflected in the virtual society, and is not completely consistent with the concept of real consumer society. Therefore, the virtual society can be regarded as a kind of alienation of the real society.
Various consumption phenomenon existing in the virtual society essentially is the same and the consumption in real social phenomenon that people in the virtual society of consumer behavior can be demonstrated through realistic consumption theory, thus it can be seen even virtual society, its essence is by people operating behind the scenes, like a consumer society, the people behind the scenes through various means to make people feel themselves will be the reason of influence, also can say that is because people in real life has been plagued by influence, so in the virtual community also has formed a kind of unconscious state of habitual, The behaviors and phenomena of the virtual society in the game can be analyzed through some methodology of the real society, but they are not completely the same with the real society. The virtual society has its unique virtuality, so it still needs to be studied and explored in some aspects.
51due留学教育原创版权郑重声明:原创essay代写范文源自编辑创作,未经官方许可,网站谢绝转载。对于侵权行为,未经同意的情况下,51Due有权追究法律责任。主要业务有essay代写、assignment代写、paper代写、作业代写服务。
51due为留学生提供最好的essay代写服务,亲们可以进入主页了解和获取更多essay代写范文 提供代写服务,详情可以咨询我们的客服QQ:800020041。