代写范文

留学资讯

写作技巧

论文代写专题

服务承诺

资金托管
原创保证
实力保障
24小时客服
使命必达

51Due提供Essay,Paper,Report,Assignment等学科作业的代写与辅导,同时涵盖Personal Statement,转学申请等留学文书代写。

51Due将让你达成学业目标
51Due将让你达成学业目标
51Due将让你达成学业目标
51Due将让你达成学业目标

私人订制你的未来职场 世界名企,高端行业岗位等 在新的起点上实现更高水平的发展

积累工作经验
多元化文化交流
专业实操技能
建立人际资源圈

The King of Glory

2019-05-29 来源: 51due教员组 类别: Essay范文

下面为大家整理一篇优秀的essay代写范文- The King of Glory,供大家参考学习,这篇论文讨论了王者荣耀。最近,一款名为“王者荣耀”的手机游戏引发了巨大的社会争议。从歪曲历史到纵容青少年,围绕游戏的讨论正朝着普遍问题的方向发展,因为它涉及许多不同的领域,其背后反映的是网络空间管理能力与网络文学活动蓬勃发展的社会特征之间的深层联系。

The King of Glory,王者荣耀,essay代写,作业代写,代写

Recently, a mobile game called "The King of Glory" has caused great social controversy. From distorting history to indulging teenagers, the discussion surrounding the game is moving in the direction of universal issues as it involves many different areas (Guo Rong, 2017). What is reflected behind is the deep-seated connection between the ability of cyber-space management and the social features underlying the vigorous online literary activities. This article will analyze how this game reflects the social situations from the perspective of interpersonal connection and equality.

First of all, this game reflects people's needs for social networking. "The King of Glory" randomly matches the race and qualifying is to establish a team. When the game is over, the game players can not find the crowd behind. In a strange environment, the simplest form of communication between people is to fight together. In this game, there are two basic forms of player-player interaction: combat and communication. The basic forms of interaction form this game all the scenes inside and outside the game. Combat is a kind of two kinds of interactive modes, so if you need to enter the fixed mode combat from stochastic mode, you must have a relatively stable companion player and warm up your body. The mystery about the rapid spread of “The King of Glory” to all kinds of people in the heat lies here. The interaction between people in the process of fighting is cooperation and win-win. Whatever the outcome, people generally have a sense of group identity and praise. It is mutual recognition, praising behavior, but also to narrow the psychological distance between the player and the player. This reflects the fact that people in contemporary society are more inclined to recognize each other's interpersonal relationships and are also eager to meet new friends and expand their social circle (Wang & Fang, 2005).

On the other hand, “The King of Glory” also reflects the phenomenon of social equality. This game design’s biggest advantage is its relatively equality. While each character's focus is different, no single character has an absolute advantage over all other characters, generally achieving a balance of role-ability. This balance of character and abilities allows each player not to chase a single character, and almost everyone will be more skilled at using more than two characters. As long as the game player gets the upper hand at initial stage, the outside of the game "economic advantages" can not be completely reflected. Even if you do not get the start of the first hand, when it comes to two hits, "economic advantages" will also be mercilessly suppressed. One of the benefits of circumventing "economic crush" game design is avoiding the loss of interest and loss of players who lack the financial resources to become consciously devoid of valuable "cannon fodder" (Kultima et al, 2008).

Relying on the literary and art forms in the emerging media of this era, “The King of Glory” outlines the spiritual faces and emotional maps of an era and effectively respond to the cultural themes of the historical period in which it is located. This game solves the people's need for interpersonal communication, and also reflects the era of social equality theme.

Reference

Guo Rong. (2017). Tencent's mobile game King of Glory takes the crown. China Daily. Retrieved on December 10, 2017, from:

http://www.chinadaily.com.cn/world/2017-06/16/content_29774382.htm

Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & behavior, 8(1), 15-20.

Kultima, A., Niemelä, J., Paavilainen, J., & Saarenpää, H. (2008, November). Designing game idea generation games. InProceedings of the 2008 conference on future play: Research, play, share (pp. 137-144). ACM.

51due留学教育原创版权郑重声明:原创essay代写范文源自编辑创作,未经官方许可,网站谢绝转载。对于侵权行为,未经同意的情况下,51Due有权追究法律责任。主要业务有essay代写、assignment代写、paper代写、作业代写服务。

51due为留学生提供最好的essay代写服务,亲们可以进入主页了解和获取更多essay代写范文 提供代写服务,详情可以咨询我们的客服QQ:800020041。

上一篇:Financial Analysis of City of 下一篇:Lust, Caution