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作 者:马立新 何源堃 MA Li-xin;HE Yuan-Kun(News and Media School of Shandong Normal University,Jinan 250014,China)
机构地区:[1]山东师范大学新闻与传媒学院,济南250014
出 处:《山东青年政治学院学报》2018年第3期18-24,共7页Journal of Shandong Youth University of Political Science
基 金:国家社科基金艺术学项目"数字艺术伦理学研究"(13BA010)
摘 要:《王者荣耀》作为一款时下最为火热的现象级移动终端网络游戏,虽然取了商业上的成功,但也客观存在游戏历史、解构经典、监管不足、社会责任意识缺乏等问题。这些问题之所以在《王者荣耀》中被放大,是因为《王者荣耀》为了追求高额的商业收益,通过沉浸式互动机制吸附了全龄化玩家,并对玩家形成了时间捆绑,进而通过沉浸式消费机制对玩家构建了强消费诱惑和导向,最后通过反脱离机制抑制了玩家的离开自由,使游戏具有了鲜明的沉浸效应和致瘾性。King of glory,as one of the most popular phenomenal mobile terminal network games,has been a commercial success,but there exists objectively such problems as the amusement of history,deconstruction of classics,supervision insufficiency,lack of social responsibility and etc.These problems were magnified in King of Glory,because it absorbed all age players through immersive interactive mechanisms for high commercial profits,and formed a time binding for players,it further built strong consumer temptation and guidance through immersion consumption mechanism.Finally through anti-separation mechanism it restrain players from leaving freely,in the end,a distinct immersion and addiction effect has come into being.
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