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Online Game Player’s Payment Experience

Posted on:2022-02-23Degree:MasterType:Thesis
Country:ChinaCandidate:Y LiuFull Text:PDF
GTID:2507306350953209Subject:Sociology
Abstract/Summary:PDF Full Text Request
In recent years,online games,as a highly concerned industry,have produced many business myths.and its derivative "E-sports" industry has aroused a lot of attention.With the development of the game industry in full swing,a characteristic game "ELVO" was born.It has attracted countless attention with dreamy painting style,soft music and four charming male protagonists,bringing a fresh and beautiful color to the game world which emphasizes competitive speed and fighting.On December 12,2020,the third anniversary concert of "ELVO" games,love and fleeting years,was officially staged in Shanghai Oriental Art Center.There were no empty seats in the venue.In addition,station B also broadcast the whole concert live,with the highest popularity of more than 1.23 million.The third anniversary of operation is still hot.This phenomenal game is concerned with popularity and game player feedback.This study takes the game "ELVO" as an example to observe the action of players in the game through virtual ethnography,to understand the behavior characteristics of players in the game,and to explore the action logic of the community formed by players’common interests.Interview the players to make clear the psychological basis of their behavior.From the two aspects of game players and game companies to explore the internal roots of the player’s game experience.Through the research,this paper finds that "ELVO" players show the characteristics of "daily superstition" and fans consumption.Players gain multiple complex experiences in the game,including emotional satisfaction generated by interaction with game characters,female independent personality experience,sense of control constrained by game company rules,sense of achievement in achieving game goals,and complex experience of joy and pain.These experiences are jointly created by game operators and players.Game operators broaden the user base by creating multiple roles in the game,attract players to stay in the game world through diversified marketing activities,and rationalize the concept of "pay for the game" in the hearts of players.Besides marketing,we also set up "levels" in the game to create anxiety for players,also enhance their willingness to pay.The Separating roles and companies makes the players two different roles in the game.The gaming company has an innocent role and unscrupulous gaming company.Based on this,when players express dissatisfaction and attack game company,they will not be involved in the game itself,and will not affect players’ enthusiasm to continue to pay in the game.Due to the unreasonable game payment mechanism,the lost values of the game,and other reasons,the player group produces "feedback" to the game company in the game.Players express their opinions through flexible participation and create influence.By seeking external means to flexibly participate in the game,personal opinions rise to collective opinions to expand the influence of the event.it reflects the awakening of the players in the marketing strategy of the game company and the soft control of consumerism,and also expresses that the female players are seeking the self independence consciousness,which impacts the cage of hypocritical consumerism,and the players are seeking the correct values.
Keywords/Search Tags:Online games, game consumption, online consumption, emotional symbols
PDF Full Text Request
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