虚拟文化消费的基本问题分析-analysis on the basic problems of virtual cultural consumption.docxVIP

虚拟文化消费的基本问题分析-analysis on the basic problems of virtual cultural consumption.docx

  1. 1、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。。
  2. 2、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  3. 3、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
  4. 4、该文档为VIP文档,如果想要下载,成为VIP会员后,下载免费。
  5. 5、成为VIP后,下载本文档将扣除1次下载权益。下载后,不支持退款、换文档。如有疑问请联系我们
  6. 6、成为VIP后,您将拥有八大权益,权益包括:VIP文档下载权益、阅读免打扰、文档格式转换、高级专利检索、专属身份标志、高级客服、多端互通、版权登记。
  7. 7、VIP文档为合作方或网友上传,每下载1次, 网站将根据用户上传文档的质量评分、类型等,对文档贡献者给予高额补贴、流量扶持。如果你也想贡献VIP文档。上传文档
查看更多
虚拟文化消费的基本问题分析-analysis on the basic problems of virtual cultural consumption

AbstractNowadays, we have entered a time with the popularity of consumption. Mass consumption has expanded to the networking world from traditional book, DVD, theme park, play field and other areas. With the development and improvement of social economy and technology, virtual culture consumption is becoming the trend of consumption society. After the maintenance of normal need of physiology and safety, people want to have more life aspiration, such as focusing on the inner heart, the spirit need and the feel with their available leisure time and surplus capital.Virtual culture consumption is the object of our study and research in this article. On the basis of Generalized Fictitious Economy theory, Symbol consumption theory and hierarchy of needs theory, this article will focus on three important issues in the virtual culture consumption area, such as virtual culture products which are the object, virtual culture consumers which are the subject and virtual culture consumption patterns. In China, the development of virtual culture consumption is still at the beginning, it has bring us many new consumption experiences and at the same time, it still has some disadvantages, for example, online games could lead to young users’ habituation, consumers’ virtual property isn’t effectively protected, the price of artworks is over-valued which could result in the disorder of market. In this article, some relevant solutions could be reached through systemic analysis.Key words: virtual culture consumption, virtual value, virtual culture products, consumption pattern, virtual property56目 录绪 论 ..............................................................11.1 选题价值 .....................................................................11.2 文献综述 .....................................................................21.2.1 关于文化消费的研究 .........................................................................................................21.2.2 关于虚拟文化消费的研究 ..............................

您可能关注的文档

文档评论(0)

peili2018 + 关注
实名认证
文档贡献者

该用户很懒,什么也没介绍

1亿VIP精品文档

相关文档