英文摘要 |
The phenomenon of ''virtual immigration'' in mainland China started in December 2016 when the Ministry of Culture of China was issued for the supervision of online games. This measure caused players to access European and American servers in order to play games online. Chinese players immigration is when a Chinese player enters the American servers with a ''Chinese-style'' playing method, impacting the cultural structure of local players. In the face of the massive relocation of Chinese players, the ''behavior mode'' in the game has become the label of ethnic group in the simulated environment. This article uses a questionnaire to investigate the reaction of European and American players when faces with the virtual immigration of Chinese players. It will explore whether European and American players' preferences for Chinese players' online behavior will affect the reality of the perception of the Chinese community. In terms of theory, this article uses the third space perspective of Bhabha (1994) to discuss the feasibility of the connection between virtual and reality & the phenomenon of plug-ins in games & the phenomenon of Chinese gold farmers. According to the statistics in this article, European and American players hate Chinese players the most when they often use plug-ins to modify game parameters and commercialization of the game. The reasons for the foregoing are due to the different perceptions of entertainment in the East and the West. Chinese players play to win as opposed to experience the process, which facilitates third-party virtual item trading, leading to the rejection of Chinese gold farmers in European and American players. Among them, European and American players with lower ''education'' and younger ''age'' are more repulsive to Chinese player behavior, meaning that it is easier to connect Chinese player online behavior with the senses of the real Chinese community, resulting in virtual conflict reality. |