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娛樂意識形態化:中國網路遊戲治理中的國家社會關係

Entertainment Ideologization: The Online Games Governance of State-Society Relationship in China

摘要


國家如何進行意識形態工作確保公眾對政權的服從是觀察威權政體中國家社會關係的重要視角,向來是經典的「中國研究」議題。意識形態政策不僅有助於維護政權合法性,也是黨國控制社會的重要手段,隨著流行文化影響中國社會漸鉅,中國共產黨認知到其塑造青少年思想的潛力,進而強化宣傳系統的控制及引導。本文將以網路遊戲為例,嘗試分析:(一)中國遊戲監管機構與政策環境的變化;(二)遊戲議題框架的意識形態轉變。並從中比較胡錦濤與習近平時期的異同,經由蒐集從2008年至2022年,共計160款國產遊戲,並進行遊戲類型與內容編碼,藉以觀察權力結構變化對胡、習時期遊戲商品的影響。經由前述分析,本文提出「娛樂意識形態化」以說明習近平第二任期透過向黨集權的機構改革整合分裂,使主旋律遊戲在2018年後大量增加,及其對國家社會關係動態框架建構的意義。

並列摘要


How the state ensures public obedience through ideological work is a vital perspective of state-society relations in authoritarian regimes, and it remains a "China Studies" classic. As the influence of pop culture on Chinese society has grown, the CCP has recognized its potential to shape the minds of young people as well, so they began to the control and guidance of its propaganda system. The ideological policy not only helps to maintain the legitimacy of the regime but also an important instrument in the Party-state's toolbox of thought control. This paper will take online games as an example and try to analyze: (1) the changes in the regulatory institutions and policy environment of Chinese games; (2) the ideological changes in the framework of game issues. It also compares the similarities and differences between Hu Jintao's and Xi Jinping's periods. By collecting 160 Chinese online games (from 2008 to 2022), which we can learn a more detailed discussion of these comparative content categories coding, the study observes the impact of power structure changes on game commodities during the Hu and Xi's periods. This article proposes the concept of "entertainment ideologization" to explain how Xi Jinping's second term has seen an integration moderate trend towards fragmentation through Party centralizing institutional reforms. This has led to a proliferation of the propagames after 2018 and has important implications for constructing the dynamic framework of state-society relations.

參考文獻


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