Game Design and Player Characteristics in Chinese MMORPGs: A Case Study of Justice

Research Article
Open access

Game Design and Player Characteristics in Chinese MMORPGs: A Case Study of Justice

Zixuan Qiu 1*
  • 1 Producing for Film, Television and New Media, Beijing Normal-Hong Kong Baptist University, Zhuhai, China    
  • *corresponding author 1297307542@qq.com
LNEP Vol.90
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-80590-085-6
ISBN (Online): 978-1-80590-086-3

Abstract

Technological advancements and changes in social habits have driven the rapid growth of mobile users, leading to a boom in mobile games that enrich people's leisure time and transform entertainment consumption patterns. This study selects deep players of "Justice" as samples, using in-depth interviews to explore the behavioral characteristics of Chinese gaming culture phenomena. The research collected insights from 14 experienced players regarding their motivations, behavioral traits, and views on game design and dissemination. By analyzing the content features of the game, it examines players' multifaceted motivations from the perspective of use and satisfaction, including stress relief, emotional experiences, social and individual integration, and cognitive needs. The study also found that demographic characteristics of players, the social attributes of MMORPG, and the effectiveness of game dissemination all influence player loyalty. In this study, respondents gave mixed reviews of the game, which demonstrates that player satisfaction with the game is not directly linked to their usage loyalty. Their reliance on the game is more reflected in habits and social needs, making gaming a daily habit or lifestyle. Furthermore, this study aims to analyze the usage motivations and need satisfaction of users of the mobile ancient-style MMORPG game through qualitative research, providing some supplementary insights into the application of the "use and satisfaction" theory in games, particularly mobile games.

Keywords:

Use and satisfaction, Video games, MMORPG mobile game

Qiu,Z. (2025). Game Design and Player Characteristics in Chinese MMORPGs: A Case Study of Justice. Lecture Notes in Education Psychology and Public Media,90,65-73.
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References

[1]. Game Publishing Committee of the China Audio-Video and Digital Publishing Association. (2023). 2023 China game industry report.

[2]. Sensor Tower. (2024). Mobile game market report: China Q1 2024.https://www.sensortower.com.

[3]. Zhou, Y., & Xia, Z. (2020). Research on evaluation indicators of electronic game media communication effects. New Media Research, 2020(2), 31-33. (In Chinese)

[4]. Wang, Y. (2017). Socialized communication and issues of mobile games: A case study of Honor of Kings. Communication Power Research, 1(5), 53. (In Chinese)

[5]. Zhang, C., & Wen, L. (2018). An empirical study on online game consumption behavior and its influencing factors. Jiangsu Social Sciences, 2018(6), 50-58. (In Chinese)

[6]. Ryan, M.-L. (2006). Avatars of story. University of Minnesota Press.

[7]. Yee, N. (2006). Motivations and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators & Virtual Environments, 15(3), 27-29.

[8]. Zhong, Z. (2010). Uses and gratifications: Online gaming motivations and their impact on gaming behavior. International Journal of Communication, 2010(10), 99-105. (In Chinese)

[9]. Zhang, S., & Jin, Y. (2021). Research on the current situation and strategies of online games ‘going global’ under the internationalization wave: A case study of Tencent Games. New Media Research, 2021(16), 101-106. (In Chinese)

[10]. Peng, L. (2020). Introduction to network communication. Renmin University of China Press. (In Chinese)

[11]. Peng, L. (2019). The evolution of human-machine relationships in the AI era. International Journalism, 41(8), 4-15. (In Chinese)

[12]. Haraway, D. (1985). A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century. In D. Haraway (Ed.), Simians, cyborgs and women: The reinvention of nature (pp.149-181). Routledge.


Cite this article

Qiu,Z. (2025). Game Design and Player Characteristics in Chinese MMORPGs: A Case Study of Justice. Lecture Notes in Education Psychology and Public Media,90,65-73.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 3rd International Conference on Global Politics and Socio-Humanities

ISBN:978-1-80590-085-6(Print) / 978-1-80590-086-3(Online)
Editor:Enrique Mallen
Conference website: https://2025.icgpsh.org/
Conference date: 25 July 2025
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.90
ISSN:2753-7048(Print) / 2753-7056(Online)

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References

[1]. Game Publishing Committee of the China Audio-Video and Digital Publishing Association. (2023). 2023 China game industry report.

[2]. Sensor Tower. (2024). Mobile game market report: China Q1 2024.https://www.sensortower.com.

[3]. Zhou, Y., & Xia, Z. (2020). Research on evaluation indicators of electronic game media communication effects. New Media Research, 2020(2), 31-33. (In Chinese)

[4]. Wang, Y. (2017). Socialized communication and issues of mobile games: A case study of Honor of Kings. Communication Power Research, 1(5), 53. (In Chinese)

[5]. Zhang, C., & Wen, L. (2018). An empirical study on online game consumption behavior and its influencing factors. Jiangsu Social Sciences, 2018(6), 50-58. (In Chinese)

[6]. Ryan, M.-L. (2006). Avatars of story. University of Minnesota Press.

[7]. Yee, N. (2006). Motivations and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators & Virtual Environments, 15(3), 27-29.

[8]. Zhong, Z. (2010). Uses and gratifications: Online gaming motivations and their impact on gaming behavior. International Journal of Communication, 2010(10), 99-105. (In Chinese)

[9]. Zhang, S., & Jin, Y. (2021). Research on the current situation and strategies of online games ‘going global’ under the internationalization wave: A case study of Tencent Games. New Media Research, 2021(16), 101-106. (In Chinese)

[10]. Peng, L. (2020). Introduction to network communication. Renmin University of China Press. (In Chinese)

[11]. Peng, L. (2019). The evolution of human-machine relationships in the AI era. International Journalism, 41(8), 4-15. (In Chinese)

[12]. Haraway, D. (1985). A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century. In D. Haraway (Ed.), Simians, cyborgs and women: The reinvention of nature (pp.149-181). Routledge.