A Brief Analysis of the Essence and Generative Logic of the Digital Pan-Entertainment Phenomenon
在数字化时代的浪潮中,泛娱乐现象作为一种推动“娱乐至上”思想的社会现象,已逐渐渗透并在我国意识形态领域中形成强劲的潮流。其根本特征是数字资本主义与消费主义的紧密结合,表现出资本驱动下的符号消费、流量至上等倾向,深刻影响着人们的文化消费行为与价值取向。数字化泛娱乐现象不仅强化了娱乐内容的低俗化、碎片化,还通过技术手段精准地操控个体注意力,制造虚假需求,进而削弱社会的理性精神和价值认同。面对这一现象,需要通过深化对其资本逻辑、技术逻辑及生活逻辑的批判,理性认识其对社会文化的冲击,切实加强对数字平台的监管,推动正确价值观的引领,确保社会主义核心价值观在数字化时代的主导地位,维护文化安全。科学剖析数字化泛娱乐现象,对于提升主流文化话语权、强化意识形态安全及推动社会文化健康发展具有深远的现实意义。In the wave of the digital era, the phenomenon of pan-entertainment, as a social trend promoting the ideology of “entertainment first,” has gradually infiltrated and formed a powerful current within China’s ideological sphere. Its fundamental characteristic lies in the close integration of digital capitalism and consumerism, exhibiting tendencies such as symbol consumption and traffic supremacy driven by capital forces. This phenomenon profoundly influences people’s cultural consumption behaviors and value orientations. The digital pan-entertainment trend not only reinforces the vulgarization and fragmentation of entertainment content but also utilizes technological means to precisely manipulate individual attention and fabricate false needs, thereby weakening rational spirit and value identity within society. In response to this, it is essential to deepen the critique of its capital logic, technological logic, and life logic, rationally understand its impact on social culture, strengthen regulation of digital platforms, and promote the guidance of correct values. This will ensure the leading position of core socialist values in the digital era and safeguard cultural security. A scientific analysis of the digital pan-entertainment phenomenon holds profound practical significance for enhancing the discourse power of mainstream culture, reinforcing ideological security, and promoting the healthy development of social culture.
Authors
- 雨韩 何
Publication Details
- Journal
- Interdisciplinary Science Letters
- Published
- 2025-01-01
- DOI
- https://doi.org/10.12677/isl.2025.93038
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 0.00