| With the development of mobile Internet technology,mobile games are rising rapidly.After many adjustments after the launch of "Honor of Kings" in 2015,the number of users has exploded and quickly become a phenomenal mobile game.With the help of the development momentum of e-sports in recent years,"Honor of Kings"has also ushered in the peak of sports and development.The popularity of "Honor of Kings" can not be separated from the help of capital.This study will explore the phenomenon of communication political economy behind Honor of Kings from the perspective of communication political economy.This paper consists of five chapters.The first chapter describes the background and significance of the topic by the introduction,and leads to the problems to be studied.The second chapter summarizes the literature of the political economy of communication to be applied.The third chapter explains the research plan.The fourth chapter studies and analyzes the problems,and through examples to analyze the commercialization and spatialization of "Honor of Kings",discusses how "Honor of Kings" earns revenue and obtains huge benefits under the condition of free;this paper makes a research on the phenomenon of the Prosumer and Playbour in "Arena of Valor",and reveals how capital unwittingly turns players into unpaid helpers of capital and the object of capital exploitation.Explore and explain the sports problem of "Arena of Valor" and its intention;the fifth chapter combs and summarizes the full text.Through the research,we can draw the following conclusions:first,in the process of commercializing the elements of the game,"Arena of Valor" fosters the players’ habit of spending in the game and conveys to the players the idea of spending in the game,so as to urge the players to spend in the game.Second,players are unwittingly sold to advertisers as commodities,and their game behaviors are commercialized,and every game behavior becomes a commodity that can be measured by money.Not only that,but also spawned the "accompany" industry players take the initiative to commercialize themselves.Third,the loyal players of "Arena of Valor" are most welcomed by the capital,cutting the cost of research and development and testing for the capital at the moment of participating in experience and providing advice for the game.Fourth,"Arena of Valor" carried out sports based on the sports contained in the project itself,in order to dispel the public’s negative cognition of the game in the process of sports,thus establishing the legitimacy of "Arena of Valor" game under "sports";the ultimate goal of " Arena of Valor" sports is to attract more capital into e-sports industry,so as to develop the game business of "Arena of Valor".The purpose of this study is to make players aware of the consumption of capital,avoid becoming overexploited free playbour,and jump out of the cycle of production and consumption,being produced and consumed. |