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作 者:朱小枫 辛子俊 ZHU Xiaofeng;XIN Zijun(School of Arts and Communication,Bejing Normal University,100875,Beijing;School of Computer Science and Technology,Bejing Institute of Technology,100081,Beijing)
机构地区:[1]北京师范大学艺术与传媒学院,北京100875 [2]北京理工大学计算机学院,北京100081
出 处:《数字出版研究》2024年第4期130-138,共9页DIGITAL PUBLISHING RESEARCH
基 金:2022年度教育部人文社会科学基金青年项目“叙事性游戏的修辞策略研究:视听与交互”(项目编号:22YJC760141)。
摘 要:1980—2020年前后,中国数字游戏的主要品类从实体发行的单机游戏发展至数字发行的网络游戏与移动端游戏。在商业、技术等多种因素的影响下,形成了以数值比较与服务型游戏为主导的市场格局和以免费结合内购为核心的商业模式。《黑神话:悟空》的出现是一次对中国数字游戏工业结构的阶段性检验,是对当下游戏从业者编创设计能力、技术积累、供应链结构与商业化程度、多行业协同能力,以及消费群体数量与付费能力的集中检验,暴露出当下产业在面对AAA(3A)单机游戏工业化转型的结构性问题。From the 1980s to 2020s,the main categories of digital games in China developed from entity-distributed single-player games to digital-distributed online games and mobile games.Under the influence of various factors such as commerce and technology,a market pattern dominated by numerical comparison and"game as a service",as well as a business model centered on free-download combined with in-App-purchase have been formed.Black Myth:Wukong was a phased test of the industrial structure of China's digital game industry.It was a concentrated test of game practitioners'creative design ability,technology accumulation,supply chain structure and commercialization degree,multi-industry collaboration ability,as well as consumers'group number and ability to pay,which exposed structural problems of digital game industry in the face of the industrial transformation of triple-A single-player games.
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