主办单位:成都体育学院
ISSN 1001-9154 CN 51-1097/G8

成都体育学院学报 ›› 2018, Vol. 44 ›› Issue (4): 9-15.doi: 10.15942/j.jcsu.2018.04.002

• “电子竞技”专题研究 • 上一篇    下一篇

娱乐·教育·产业:电子竞技的主流媒介镜像——以《人民日报》(1978-2018)为中心

洪建平   

  1. 北京体育大学新闻与传播学院,北京 100084
  • 收稿日期:2018-05-07 修回日期:2018-06-01 出版日期:2018-07-15 发布日期:2018-07-20
  • 作者简介:洪建平,副教授,硕士生导师,研究方向:体育传播和新媒体,E-mail:hongjp@bsu.edu.cn。

Entertainment, Education and Industry:The Mirror Image of Esports in Mainstream Media ——Focusing on People’s Daily (1978-2018)

HONG Jianping   

  1. School of Journalism and Communiction, Beijing Sport University, Beijing 10084
  • Received:2018-05-07 Revised:2018-06-01 Online:2018-07-15 Published:2018-07-20

摘要: 电子游戏的兴起是21世纪以来突出的文化现象,电子竞技则是电子游戏业皇冠上的宝石。通过对《人民日报》近四十年所刊载的515篇文章的梳理分析,观察国内主流媒介所呈现的电子竞技和电子游戏“镜像”。研究发现,《人民日报》关于电子竞技与游戏的报道中涉及文化和教育的内容最多,其次为电子竞技赛事与电子游戏产业;涉及电子游戏的报道中,负面态度多于正面态度;而涉及电子竞技的报道则是正面态度为主。在1989年之前,正面态度高于负面态度;1989到2008年之间,负面态度高于正面态度;2009年之后,正面态度再次高于负面态度,但正负面意见悬殊程度较前两阶段有所缓和。《人民日报》对电子游戏和电子竞技的态度与同期的社会舆论生态大致同步,从某种意义上来说扮演了意识形态和社会思潮晴雨表的角色。

关键词: 电子竞技, 电子游戏, 主流媒体, 报道倾向

Abstract: The rise of video games is a prominent cultural phenomenon since the beginning of the 21st century. Esports is the crown jewel of the video game industry. Through the analysis of 515 articles published in People's Daily over the past four decades, we examine the "mirror image" of esports and video games in the mainstream media. The study shows most reports on esports and games in "People's Daily" involve cultural and educational contents, followed by reports on esports events and electronic game industry; in reports involving video games, the proportion of negative attitude is higher than that of positive attitude; reports on esports are mainly positive. Before 1989, the proportion of positive attitude was higher than that of negative attitude; between 1989 and 2008, the proportion of negative attitude was higher than that of positive attitude; after 2009, the proportion of positive attitude was once again higher than that of negative attitude, but both positive and negative attitudes had a greater degree of disparity than the previous two phases. People's Daily's attitude towards video games and esports were roughly in synchronic with the public opinion ecology of the same period, which, in a sense, serves as a barometer of ideology and social opinion.

Key words: Esports, video games, mainstream media, reporting bias

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