摘要
近年来,以二次元为代表的青年亚文化成为了Z世代年轻群体表达生活态度、行为方式和自我价值的社会文化形态。通过梳理Z世代二次元消费现象时发现,其消费形式主要分为电子游戏消费、虚拟偶像消费、周边衍生品消费和线下体验消费。深层次分析来看,Z世代二次元消费行为具有深刻的心理机制,主要反映了年轻消费者的逃避现实心理、投射移情心理、自我实现心理、身份认同心理。
In recent years,the youth subculture represented by otaku culture(also known as the"2D world"in Chinese)have become a social and cultural form for the Z generation young people to express their attitude towards life,behavior and self-worth.By combing the otaku consumption phenomenon among the Z generation,it was found that the forms of consumption mainly include the electronic game,virtual idol,anime-related merchandise,and offline experience.In-depth analysis reveals that the otaku consumption behavior of Z Generation has profound psychological mechanisms,mainly reflecting the psychology of young consumers in terms of escapism,projection and empathy,self-realization,and identity.
作者
刘一锐
何土凤
LIU Yirui;HE Tufeng(Schol of Humanities and Social Science,Hong Kong University of Science and Technology,Hong Kong,China 999077;School of Marxism,China University of Petroleum(Beijing),Beijing,China 102249)
出处
《深圳信息职业技术学院学报》
2023年第1期73-80,共8页
Journal of Shenzhen Institute of Information Technology
基金
国家哲学社会科学基金重大项目(项目编号:19ZDA146)。
关键词
Z世代
二次元经济
消费心理
Z Generation
otaku economy
consumer psychology