Welcome to Francis Academic Press

International Journal of Frontiers in Sociology, 2021, 3(5); doi: 10.25236/IJFS.2021.030507.

Analysis of the Status Quo and Influence of Online Games from the Perspective of Communication Studies


Fuyin Zhang

Corresponding Author:
Fuyin Zhang

Suihua College, 18 Huanghe South Road, Beilin District, Suihua 152061, Heilongjiang, China


With the development of the Internet and new media, China’s game industry has been moving forward. According to the "War Epidemic" report published by the mobile Internet data research organization QM, during the Spring Festival, the number of mobile game users increased by 30% compared to usual, The average daily usage time per capita increased by 17.8%. The user scale of King Glory and Peace Elite both ushered in an increase of over 30%. However, the social problems brought about by the vigorous development of the game industry are becoming more and more acute. The author will use the principles of communication to analyze the conflicts and provide a thinking angle for future solutions.


Stereotypes, silent spiral, use and satisfaction, introspective thinking, opinion leader, Interpersonal communication

Cite This Paper

Fuyin Zhang. Analysis of the Status Quo and Influence of Online Games from the Perspective of Communication Studies. International Journal of Frontiers in Sociology (2021), Vol. 3, Issue 5: 39-43. https://doi.org/10.25236/IJFS.2021.030507.


[1] Zhou Li, Jiang Liu bei. Psychological causes of adolescent game addiction and intervention suggestions [J]. Mental Health Education in Primary and Secondary Schools, 2020(15): 12-14. 

[2] Yang Xiao qin. Analysis of the interaction between mobile phone games and real social interaction among adolescents——Based on the perspective of the theory of strong and weak relations [J]. Culture and Communication, 2019, 8(06): 91-97. 

[3] Gong Jian, Liang Xiao yan. Research on the influence path of self-control on the use of problematic online games [J]. Educational Theory and Practice, 2019, 39(32): 19-22.

[4] Zhao Ying, Fan Jiao ying, A Comparative Study on the Influencing Factors of College Students' Continued Use of Online Games—aking WeChat, Weibo and Renren as Examples, Intelligence Magazine, 2016