Comparison of Tencent’s Mobile MOBAs Kings of Glory and Aren
發(fā)布時(shí)間:2024-05-30 22:43
在本論文上,作者對(duì)騰訊的兩個(gè)多人在線戰(zhàn)斗競(jìng)技場(chǎng)游戲類(MOBA)手機(jī)游戲進(jìn)行了闡述及分析。“王者榮耀”(KOG)成為世界上最成功的手機(jī)游戲之一,但它僅在中國(guó)推出,為了使公司的市場(chǎng)份額多樣化,騰訊向除中國(guó)大陸以外的世界不同地區(qū)推出了名為“勇士競(jìng)技場(chǎng)”(AOV)的手機(jī)游戲,。筆者對(duì)MOBA類型的創(chuàng)作和演變及對(duì)電腦和手機(jī)現(xiàn)代MOBAs的一些例子進(jìn)行了研究分析,并對(duì)MOBA類型的現(xiàn)狀進(jìn)行了闡述。為了解“王者榮耀”在中國(guó)取得的巨大成功的原因,作者分析了“王者榮耀”的游戲玩法和受眾群體,并揭示了使游戲在國(guó)內(nèi)市場(chǎng)如此受歡迎的關(guān)鍵因素。然后,作者分析了 AOV,將其與“王者榮耀”進(jìn)行了比較,并提出相同的流行因素是否會(huì)增加AOV在國(guó)際市場(chǎng)上的可能成功。作者發(fā)現(xiàn)KOG和AOV是兩款游戲非常相似的不同游戲。AOV目前雖然沒(méi)有使KOG在中國(guó)非常流行,但由于游戲的體面質(zhì)量、合理的貨幣化系統(tǒng)和電子競(jìng)技的潛力,它可能將來(lái)會(huì)成為世界知名的品牌?梢哉J(rèn)為,騰訊游戲面臨的最大挑戰(zhàn)之一是KOG和AOV的整合以及他們?cè)谌虻挠螒蛏鐓^(qū)的統(tǒng)一,讓他們變成一個(gè)游戲,因?yàn)橐阅壳皟蓚(gè)游戲存在的情況可能會(huì)影響它們的整體表現(xiàn)和未來(lái)的前景。
【文章頁(yè)數(shù)】:37 頁(yè)
【學(xué)位級(jí)別】:碩士
【文章目錄】:
摘要 Abstract 1.
INTRODUCTION 2.
LITERATURE
REVIEW 3.
METHODOLOGY 4.
MOBA:HISTORY
AND
GAMEPLAY 4.1
Origins
of
MOBA
genre 4.2
Evolution
of
MOBAs
for
PCs 4.3
Modern
garneplay 4.4
MOBAs
for
mobile
phones 5.
KINGS
OF
GLORY 5.1
Game
release 5.2
Heroes:classes
and
roles 5.3
Monetization
system
in
KOG 5.4
Fair-play
protection 5.5
Financial
success 5.6
Popularity
of
KOG 5.7
Tightening
game
control 5.8
Cybersport
potential
of
KOG 6.
ARENA
OF
VALOR 6.1
Game
release 6.2
Gameplay
and
heroes
in
AOV 6.3
Monetization
system
in
AOV 6.4
Popularity
of
AOV 6.5
Cybersport
potential
of
AOV 7.
POPULARITY
FACTORS 8.
CONCLUSION Acknowledgement References 學(xué)位論文評(píng)閱及答辯情況表
本文編號(hào):3984792
【文章頁(yè)數(shù)】:37 頁(yè)
【學(xué)位級(jí)別】:碩士
【文章目錄】:
摘要 Abstract 1.
INTRODUCTION 2.
LITERATURE
REVIEW 3.
METHODOLOGY 4.
MOBA:HISTORY
AND
GAMEPLAY 4.1
Origins
of
MOBA
genre 4.2
Evolution
of
MOBAs
for
PCs 4.3
Modern
garneplay 4.4
MOBAs
for
mobile
phones 5.
KINGS
OF
GLORY 5.1
Game
release 5.2
Heroes:classes
and
roles 5.3
Monetization
system
in
KOG 5.4
Fair-play
protection 5.5
Financial
success 5.6
Popularity
of
KOG 5.7
Tightening
game
control 5.8
Cybersport
potential
of
KOG 6.
ARENA
OF
VALOR 6.1
Game
release 6.2
Gameplay
and
heroes
in
AOV 6.3
Monetization
system
in
AOV 6.4
Popularity
of
AOV 6.5
Cybersport
potential
of
AOV 7.
POPULARITY
FACTORS 8.
CONCLUSION Acknowledgement References 學(xué)位論文評(píng)閱及答辯情況表
本文編號(hào):3984792
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