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An evolutionary game for governance of Internet audiovisual space
The market size of the Internet audiovisual industry is expanding continuously, which has profoundly affected the ecology of public opinion and the development of the digital culture industry. During the epidemic of Covid-19, it is witnessed that a surge of active online audiovisual users. However,...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9160866/ http://dx.doi.org/10.1007/s11276-022-02953-7 |
Sumario: | The market size of the Internet audiovisual industry is expanding continuously, which has profoundly affected the ecology of public opinion and the development of the digital culture industry. During the epidemic of Covid-19, it is witnessed that a surge of active online audiovisual users. However, several issues happening in the Internet audiovisual industry, such as spreading rumors, engaging in vulgar performances, which seriously damaged the network environment and social order. For this reason, a tripartite evolutionary game model of Internet audiovisual space governance was established to simulate and analyze the behavior strategies of administrative departments of radio and television, the Internet audiovisual program service agencies, and network audio and video content creators. Moreover, the game model is verified by empirical analysis. Results demonstrate that: only driven by the administrative department of broadcasting and television can the tripartite evolutionary game of Internet audiovisual space governance reach the expected evolutionary equilibrium point. Therefore, administrative departments of radio and television should give full play to the driving role in the process of Internet audiovisual space governance, strengthen the publicity of regulating the creation of Internet audiovisual content and the warning of vulgar creation through government regulation. |
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