Abstract:The social value field of digital games refers to a set of social value systems formed through the coordinated operation of mechanisms such as cultural production, intelligent experience, user social interaction and discourse translation during the game process. It has the characteristics of value normativity, bias and constructiveness. Constructing the social value field of domestic digital games aims to promote the leap of domestic digital games from a simple entertainment carrier to a media form with the function of shaping social values, enabling them to play a more constructive media effectiveness in aspects such as reshaping the social relationship network, guiding positive social behaviors and cultivating the mainstream cultural ecology. Currently, the construction of the social value field of domestic digital games still faces four major problems: First, classic culture “loses its voice” in the content presentation of domestic digital games. Second, intelligent technology “loses its speed” in the technological research and development process of domestic digital games. Third, social behavior “deviates from the norm” during the user interaction of domestic digital games. Fourth, discourse translation “loses its effectiveness” in the penetration of user circles of domestic digital games.In response to this, game developers must innovate the media for expressing classic culture in domestic digital games, and deeply explore the social value of the digital production of game culture; accelerate the speed of independent technological research and development, and enhance the “spillover” ability of game intelligent technology; establish a framework for social behavior norms to create a positive and healthy game ecosystem; promote the hierarchical penetration of game users, innovate the discourse system of hierarchical communication, and form a consensus on social value discourse.
江哲丰. 国产数字游戏社会价值场域建构[J]. 《深圳大学学报》(人文社科版), 2025, 42(3): 57-67.
JIANG Zhe-feng. The Construction of the Social Value Field of Domestic Digital Games. , 2025, 42(3): 57-67.