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.
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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.