Taking the MOBA (Multiplayer Online Battle Arena) Game "League of Legends" as a Study Case

Authors

  • Zonghan Wang

DOI:

https://doi.org/10.54097/jid.v5i1.12

Keywords:

Game Industry, Game Character Design, Customer Expansion

Abstract

By 2020, the actual sales of China's game market reached 296.513 billion yuan, an increase of 17.826 billion yuan over the previous year, a year-on-year increase of 6.40%. Officially, in 2021, games and e-sports were written into the "14th Five-Year Plan" cultural industry plan, and in the people, more and more e-sports schools have sprung up, and more parents have begun to understand and accept the existence of games. As a hot topic in recent years, the game industry should receive more attention, so this article takes the design of characters in video games as the starting point to make some research on how games develop and maintain customers, hoping that everyone can trigger more thinking about the game industry.

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References

Li, B., Gao, L. (2021) Does game character affect players' real social cognition: A study on the interaction between players and online game characters from the perspective of technical mediation. Shanghai Journalalism Review, 459:67-71.

E, H., Huang, S., Zhang, D. (2019) A study on consumers' purchase intention behavior in the context of big data. Rural Economy and Science and Technology, 454:121.

Lin, K., Pang, X. (2021) A brief analysis of the game characteristics and dissemination methods of League of Legends. Culture ang Design, 52-53.

Xiong, X., Xi, L., Zhou Shu. (2004) Game Packaging Design and Consumption Psychology. Art & Design, 137:35.

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Published

24-11-2023

Issue

Section

Articles

How to Cite

Wang, Z. (2023). Taking the MOBA (Multiplayer Online Battle Arena) Game "League of Legends" as a Study Case. Journal of Innovation and Development, 5(1), 55-58. https://doi.org/10.54097/jid.v5i1.12