The Sense of Community in the Era of Online Socials
A Case Study of Werewolf Killing Among Chinese Youth
- DOI
- 10.2991/assehr.k.210806.089How to use a DOI?
- Keywords
- Werewolf killing, Social needs
- Abstract
This article describes different views and social needs expressed by the Chinese younger generation who are familiar with online or offline board games. The study targets werewolf killing, which is favoured by Chinese largest game publishers, as the main board game. It contains multiple dimensions to show the social goals and sense of achievement from the relatively young players. The main research methods are parallel designed semi-structured interviews. The main content comes from the interviewees’ actual activities and behavioural habits, which talks about the experience or the imagined experiences of their games. It is argued that the online board game, like Werewolf Killing, plays an important role in defining the social identity of the younger Chinese generation.
- Copyright
- © 2021, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Sidi Zhang AU - Bowen Jiang PY - 2021 DA - 2021/08/09 TI - The Sense of Community in the Era of Online Socials BT - Proceedings of the 2021 5th International Seminar on Education, Management and Social Sciences (ISEMSS 2021) PB - Atlantis Press SP - 480 EP - 486 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.210806.089 DO - 10.2991/assehr.k.210806.089 ID - Zhang2021 ER -