Abstract:With the continuous development of digital technology, virtual cultural space has become a second existence space for the Internet users. They are shifting their consumption from physical cultural space to virtual cultural space, feeling more satisfied with more space. From the perspective of the Internet users, they enter the virtual space due to their internal needs for information, emotion, and communication, and they meet these needs through perceiving the image, knowledge, emotion, and experience in the virtual cultural space. In terms of the specific ways of user participation, researching the Q&A session of Zhihu on “Game for Peace” with fsQCA ( fuzzy-set qualitative comparative analysis ), we come to a conclusion that the Internet users exist in the virtual cultural space in four ways: emotion sharing, knowledge sharing, virtual participation, and comprehensive participation. The focus of the virtual space changes with different user participation. But in the creation of the virtual space, it is necessary to integrate social mechanism, increase knowledge, and improve the creative scene to better meet users' needs and stimulate users' participation and cultural consumption.
陈波, 向辉. 虚拟文化空间用户参与方式:基于知乎话题用户的分析[J]. 《深圳大学学报》(人文社科版), 2021, 38(6): 42-51.
CHEN Bo, XIANG Hui. User Participation in Virtual Cultural Space: Based on the Analysis of the Q & A Section of “Game for Peace” on “Zhihu” Platform. , 2021, 38(6): 42-51.
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