农业图书情报学报 ›› 2024, Vol. 36 ›› Issue (11): 64-78.doi: 10.13998/j.cnki.issn1002-1248.24-0760

所属专题: 阅读推广

• 研究论文 • 上一篇    下一篇

数字游戏群体社交对用户自主阅读的行为激发与内容反哺——基于国产单机游戏《黑神话:悟空》的强势“破圈”

王巢琛1, 戚阿阳2, 徐晓青3, 崔林蔚4()   

  1. 1. 吉林大学 图书馆,长春 130012
    2. 东华大学 图书馆,上海 201620
    3. 东北师范大学 信息科学与技术学院,长春 130117
    4. 辽宁大学 信息资源管理学院,沈阳 110036
  • 收稿日期:2024-09-27 出版日期:2024-11-05 发布日期:2025-04-09
  • 通讯作者: 崔林蔚
  • 作者简介:

    王巢琛(1994- ),女,硕士,馆员,研究方向为情报分析、阅读推广

    戚阿阳(1993- ),女,硕士,馆员,研究方向为图书馆阅读推广与文化建设

    徐晓青(1995- ),女,博士后,研究方向为数字化教育、自我调节学习

  • 基金资助:
    国家自然科学基金青年项目“技术科学家的社会功能及成长机理研究”(72404115); 吉林省高教学会高教科研课题“智慧校园环境下图书馆辅助教学的生态体系构建研究”(JGJX2023D8); 辽宁省经济社会发展研究课题重点项目“STI视角下辽宁省科技人才创新能力评价研究”(2025lslzdkt-006)

Group Socialization of Digital Games to Encourage Users' Autonomous Reading Behavior and Content Backtracking: Based on the Domestic Console Game “Black Myth: WUKONG” Known Outside of Fixed Circle

Chaochen WANG1, Ayang QI2, Xiaoqing XU3, Linwei CUI4()   

  1. 1. Jilin University, Changchun 130012
    2. Donghua University Library, Shanghai 201620
    3. School of Information Science and Technology, Northeast Normal University, Changchun 130012
    4. College of Information Resource Management, Liaoning University, Shenyang 110036
  • Received:2024-09-27 Online:2024-11-05 Published:2025-04-09
  • Contact: Linwei CUI

摘要:

[目的/意义] 研究由IP取材游戏引发的网络社交平台互动对当下用户群体主动学习和自主阅读行为的激发影响,思考数字游戏和社群互动在娱乐教育、阅读推广等领域的导向作用,探索相关实践途径。 [方法/过程] 以《黑神话:悟空》为研究的游戏背景,对4种社交媒体平台的数据文本进行抓取。采用LDA主题模型进行主题分类,采用用户账号回溯方式探究其账号行为情况,研究其中用户阅读兴趣及其自主阅读行为的激发因素。 [结果/结论] 研究分析表明聚焦于文化探索主题的用户行为与阅读兴趣高度关联,且会因此游戏及社交产生后续自主阅读行为。挖掘关键主题用户账号发现,激发用户自主阅读的因素涉及争夺社交话语权、获得游戏体验等。据此应从数字内容引导、跨媒介叙事社交、画面场景体验等方面进行自主阅读的策略实践。

关键词: 数字游戏, 社群互动, 自主阅读, LDA模型, 阅读推广, 文化自信

Abstract:

[Purpose/Significance] Research on the behavioral stimulation of online social platform interactions triggered by IP-based games on users' active learning and reading, the social demands within gaming communities and their derivative reading-sharing interactions constitute dual intrinsic motivations that promote autonomous reading behaviors. Exploring new developmental directions for reading promotion through digital game dynamics and group-based social guidance provides broader research perspectives for innovative knowledge acquisition and pedagogical learning paradigms. [Method/Process] Based on the game "Black Myth: WUKONG" as the research background, we collected relevant comments and original texts from four social media platforms. Using the LDA model for topic classification of the effectively collected data, users who demonstrated marked behavioral tendencie towards book-related engagement and reading activities attributable to the "WUKONG" game experience were manually identified from the aforementioned dataset. We explored the details of their social discourse and the behavior of user accounts through user-account backtracking, studying the factors that stimulate users' interest in reading and active reading behavior. [Results/Conclusions] Analysis of the five thematic clusters identified by the LDA modeling revealed that in the user behaviors focused on the theme of cultural exploration, 38.3% of the user behavior data showed increased exploratory engagement with original literary works and related content during "WUKONG" mediated group interactions. Whether this interactive exploration closely connects to reading habits needs further study. Further research has shown that a portion of users were influenced in their subsequent behaviors by this game and social interaction. Through text mining of user content on key topics, analysis revealed that 61.15% of user accounts had no prior engagement history, representing first-time participants in the cultural learning interactions of the "WUKONG" game. Notably, 23.7% of this cohort spontaneously expressed self-directed reading intentions during the game-social scenario. As the dominant subgroup in the dataset, their behavioral patterns suggest that gamified social platforms may serve as critical trigger mechanisms. It was found that the factors that stimulate users to read independently include competing for the right to speak in social interactions and obtaining gaming experiences. Accordingly, strategic practices for autonomous reading should accordingly be implemented through digital content guides, transmedia narrative interactions, and visual scene experiences. This research investigates the orienting mechanisms of digital games and community interactions in edutainment convergence, demonstrating both theoretical value and practical implications for user behavior analysis and reading promotion. While the study design ensured breadth of data collection, the heterogeneity of social attributes across platforms warrants further investigation. Subsequent studies should conduct platform-specific comparative experiments to strengthen the empirical foundation for behavioral intervention strategies.

Key words: digital games, group socialization, autonomous reading, LDA model, reading promotion, cultural confidence

中图分类号:  G252.17

引用本文

王巢琛, 戚阿阳, 徐晓青, 崔林蔚. 数字游戏群体社交对用户自主阅读的行为激发与内容反哺——基于国产单机游戏《黑神话:悟空》的强势“破圈”[J]. 农业图书情报学报, 2024, 36(11): 64-78.

Chaochen WANG, Ayang QI, Xiaoqing XU, Linwei CUI. Group Socialization of Digital Games to Encourage Users' Autonomous Reading Behavior and Content Backtracking: Based on the Domestic Console Game “Black Myth: WUKONG” Known Outside of Fixed Circle[J]. Journal of Library and Information Science in Agriculture, 2024, 36(11): 64-78.