| In recent years,the game industry has been growing rapidly and the game market has huge potential.The public has different views on the practice of adding Chinese cultural elements into online games.Whether the players immersed in online games will be influenced by the game content and have cultural misinterpretation has become a real problem worth studying.This paper takes the game of “Arena of Valor” as a case study and adopts the research method of combining quantification and qualitative analysis.Based on the player’s perspective,first of all,434 major game players aged 15-29 were surveyed through online channels,mainly by questionnaire.The purpose of the questionnaire is to explore the influence of online game immersion on the communication effect of recreating historical characters,as well as the difference of immersion experience and communication effect of different demographic characters.Secondly,with the help of in-depth interview,we selected 9 players with the highest score of immersion to conduct semi-structured interview,and combined with the author’s experience of participatory observation in recent two years.The purpose of the in-depth interview is to further explore in detail how the players with a high sense of immersion receive the characters based on the historical figures,that is,how the communication effect is achieved.The main findings of this study are as follows:Firstly,there is a significant positive correlation between the game immersion and the communication effect of the game character re shaping based on historical characters.Players pay less attention to the complex content and think that the game will confuse the concept of time and space and the original understanding of characters to some extent.However,most of the players are satisfied with the adaptation of the game.The effect of immersion on players’ cognitive effect is more obvious,while the effect on behavior is mainly reflected in the shallow and easy to achieve aspects such as secondary search.Secondly,The players in “Arena of Valor” have a higher sense of immersion in the game as a whole,and boys have a higher sense of immersion in the game than girls.The immersion of players with primary education level is lower than that of other players with most academic degrees,while the immersion of players with high school,doctor and above education level is higher.In the game,there is no significant difference in gender in the cognitive effect and attitude effect of players’ role-based remaking,but there is significant difference in gender in behavioral effect.Moreover,there are significant differences in educational level in the effects of cognition,attitude and behavior.Thirdly,in the specific game situation with intense conflict,the player will have a short avatar identity.In the online game,the re shaping of the game characters based on historical characters will make the existing cognition of the game players conflict with the "knowledge" brought by the game.Players usually adopt the position of negotiation interpretation,using the methods of reducing the importance of game knowledge and supplementing knowledge to coordinate cognition.These conflicts and consultations are embodied in five aspects.The first is to pay attention to the gender of historical figures after remolding in the game and ignore the hero gender in the actual game process.Second,the game fills the blank of the "unpopular" character image in the field of knowledge.Third,the "de sanctification" of historical figures in the game has narrowed the psychological distance of players.The fourth is the correspondence between the ancient image of the game characters and the historical characters.The fifth is the influence of "first in structure" on role relationship cognition.The influence of the known historical character relationship on the game to game interaction,and the expectation of the new character based on the historical character relationship.In terms of the change and accumulation of game players’ attitudes,the attitude of a player towards a certain character sometimes reflects the attitude towards other players in the game.The attitude of players towards hero characters and their prototypes overlaps in the positive part and separates in the negative part.The author discusses the role reshaping strategy based on historical characters according to the problems.Whether it is positive praise or negative criticism,the “knowledge” transmitted by the game has a very limited impact on the players.Most netizens worry that the game will lead to cultural misunderstanding and value confusion,which is the embodiment of the game’s excessive “demonization”.Entertainment based games are not reliable sources of knowledge,so it is difficult to transfer complex knowledge and value.Players will easily adjust and correct the "knowledge" brought by the game in the process of learning the day after tomorrow. |