Taking the MOBA (Multiplayer Online Battle Arena) Game "League of Legends" as a Study Case
DOI:
https://doi.org/10.54097/jid.v5i1.12Keywords:
Game Industry, Game Character Design, Customer ExpansionAbstract
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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