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The Research Of The Players In The Table-game On-line

Posted on:2014-02-26Degree:MasterType:Thesis
Country:ChinaCandidate:C WangFull Text:PDF
GTID:2297330425979331Subject:News spread
Abstract/Summary:PDF Full Text Request
According to the questionnaire," Wars among three states online " is mostly played bycollege students and young white-collar. There are three reasons of why they become thetarget audience. First, contacting the network is much longer, trying to accept new things andmore curious about exploring new things. Secondly, they are the generations of1980s or1990s with one family one child. Their social relations mostly includes classmates, friends orcolleagues.After "Wars among three states" learned by one person, it is easy to be spread in ashort period of time. What’s more,the game can be play frequently in the party on weekendsto enjoy leisure time. Thirdly, their burden of family pressure will be lighter, usually havinga lot of time for entertainment, especially on a weekend or holiday.Table Game is spread from person to person in the game, starting with acquaintances.So,the contact behavior of audiences and game habits become the entry point of the research ofnetwork board games. Questionnaire data says, in the first time,80%of the "Three to killonline" players contact with the game off the line.60%of the players are recommended bytheir friends, classmates or acquaintances to be involved into the game.However, only13%ofthe players will choose to communicate with others in the game,32%of the players willquarrel with others, and even abusing mutually.Role-playing behavior can bring the player with a specific military commander and aspecific identity to game. The players of "Wars among three states the online " trying toabandon one identity is closely related with the player’s character and behavior. For playerswho like to abandon rebels, traitor and villain,50%of them have the sense of justiceand do not want to become a villain.The other50%is for the reason of winning. Before thegame,75%of the players will have strong expectations to one specific military commanders.If not seeing the military commander of what he wants,40%of the players will have negativeemotions, hoping for an early end and restart a new one.To some players involved in game with high degree, innovation behavior has become an important feature to distinguish them from ordinary players. The data shows, playersspending more time, energy, money prefer to invent new ways to show their love of thegame,and to get the praise and respect of the other players. They also like to collectacquaintances around them in "Wars among three states online "game design way, developingtheir own set of certain kill. What’s more,they are more concerned about card generalsmodeling dolls, T-shirts and other games derivatives, as well as songs of "Wars among threestates online "micro-movies, competitive sports videos, etc.The motive of the game can be divided into achievers, explorers, social networking,killers. Different psychological needs make them show different behaviors in the game.Achievers focus to raise winning rates, to raise level in order to obtain the respect of others.Explorer is the players who have a strong curiosity through contacting the game to completethe cognitive novelty. As mentioned earlier, players filled with innovative behavior exploringa certain kill or research new ways precisely belong to explorers type. Social networking whohope to get in touch with the players in the virtual world, interact with other players throughidentity on the role-playing online games. Killers, express their emotions in the course of thegame, and escape the pressure in real life and get pleasure from killing opponents.Verified on the basis of the analysis of the questionnaire on a total of45questions, andthe text in the six assumptions, the following conclusions:"Wars among three states online"players has more males players, but the gap of proportion of male and female players are notlarge. To education degree, audience of players relatively has higher quality,including manyundergraduate, master’s graduate; To professional, players constitute more complex, butstudents in the vast majority, young white-collar workers followed by; in terms of age, morethan1980s,1990s, the age mainly distributed in the19-year-old-32years old. Most playersfirstly contact with the game after the introduction between classmates, friends and otheracquaintances. Generals in the game, players choose cards with the player’s character andbehavior are closely related. The innovative behavior of the players is proportional to thedegree of involvement of the player. As for the game motivational,the aspects ofentertainment is the main reason for players to use the game. Ignoring trouble in the game, giving vent to the game is some other important reasons for the players. Game social factor isthe initial motivation for many players who get involved in the "Wars among three statesonline". However, when playing with strangers in the online-game, sociability elements turnto not so significant. But, players desire to communicate,however, just the samecommunication and interaction between strangers become cautious.
Keywords/Search Tags:Player behavior, participation motivation, Wars among three statesonline
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