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Research On User Experience In China 's Game

Posted on:2017-01-18Degree:MasterType:Thesis
Country:ChinaCandidate:Y B ChenFull Text:PDF
GTID:2207330488457554Subject:Art and design
Abstract/Summary:PDF Full Text Request
In 2003 Generalelectronic sports formally became the 99 th national sport and then electronic sports started to come into public attention. In 2015 the total revenue brought by electronic sports is estimated to be 36.7million dollars. Now electronic sports has become a new economic growth point. The spread and optimization of sports events, the more attention from players and national policy orientation are putting the development of electronic games on its regular path. With its highly-intensive competence and regulations, electronic games have surpassed traditional games,which only focus on simulated feeling and sole role-playing experience. In recent years, things like league matches, professional players and online live broadcast have become very popular among major domestic online games. Meanwhile, online players’ enthusiasm keeps growing.However, on the other hand, some negative phenomena, such as plagiarism, homogenization, lack of creativity and details handling, also exist. Hence in this essay, based on real cases, the research will focus on players’ experience. By analyzing the elements and levels of players’ experience in electronic games, this essay will provide evidence for the development of electronic games from player’s perspective.
Keywords/Search Tags:Electronic sports, Players’ experience
PDF Full Text Request
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