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Feature Story:Group Observation Of Game Leveling

Posted on:2022-02-19Degree:MasterType:Thesis
Country:ChinaCandidate:J LiFull Text:PDF
GTID:2519306743950399Subject:Press and Communication
Abstract/Summary:PDF Full Text Request
As of December 2020,the number of Internet users in China has reached 989 million.In the same year,the number of game users was 665 million,and the number of game users accounted for approximately 67.2%of the total number of Internet users in China.This indicates that the game has become an online behavior and entertainment method with a high degree of participation by Internet users.Most games require players to have a high degree of participation and long-term accumulation of resources,however,it is difficult for people who have no time,equipment or technology to keep up with the mainstream of the game.As a result,game leveling came into being.After accepting the compensation of real currency or game virtual tokens,they need to complete the tasks specified by the employer within the specified time,and then the employment relationship is formed.Game leveling is becoming an important part of the game industry.Through participatory observations and in-depth interviews,the author tries to understand the internal structure and rules of the game leveling community and reveal specific game leveling behaviors to find their difficulties,conflicts and contradictions in game leveling.Also,in order to provide sufficient cases for further research on this group,the author starts from their real life to find the relationship between their real life and leveling career.The author found that the students are the main group of individual game leveling.They are active between the virtual game market and the game community to sell themselves and recruit employers.The income they earn mainly depends on their level of effort which is not fixed.With the help of the network broadcast wave,the streamer game leveling is extremely dependent on the guild which is a professional group that can provide training service,stream entrance,and order introduction.This type of game leveling requires constant "playing",attracting audiences like actors.Their income has more diverse sources,but it is also closely linked to their own popularity.While the studio game leveling is the "cyber streamer" under the industrialized operation.Although their living environment has improved and their income has increased,their work is still really intense.Most of the studio members are "small town youths" who are highly unstable and face social discrimination.At the same time,the game leveling identity has changed from an "employee" to an"all-round butler" to a "spiritual companion".Game leveling not only suffers from employers' online exposure,but also suffers from the"ambiguity" of the players and the game official.In addition to accepting the benefit of the organization,professional and industrial game leveling has also lost its "happiness" and has become a more typical "digital labor".In the interaction with employers,the game levelers gain companion,harassment as well as unforgettable experiences.Faced with the development of virtual games and reality,some game levelers who were once electronic assembly line cyber workers decide to escape from game leveling and return to the tradition since they face with social discrimination and marginal pressure.Some levelers choose balance and are satisfied with the extra income that game leveling brings to life.As for the other part of game levelers,they chose to integrate.They have the confidence and ability to develop better in the professional space related to game leveling and balance the game and reality.However,there are still many problems in the leveling industry,and we need to solve them in many ways before we can move forward.
Keywords/Search Tags:Game Leveling, Digital Labor, Online Games, Social Identity, Game Industry
PDF Full Text Request
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