Abstract

Games play a vital role in shaping the character and behavior of people, especially young people. King of Glory has recently become one of the mainstream games in Chinese society, with a high profile, a large player base, and a relatively young average player age. The purpose is to analyse the swear and emotional words in the game of King of Glory. This paper takes the live playback in the last year of Billie as the research object, collects the three word categories of swear word, emotion-label word, and emotion-laben word when the host plays games in the video, and makes a timely analysis of the collected typical data. The result is that the most common words used by most players in the game are emotion-laben words, swear words, and emotion-label words in descending order; the frequency of swear words, emotion-label words, and emotion-laben words in the three Honour of Kings anchor groups increases with the decrease in the number of anchor fans. The reason why gamers use swear words and emotional words frequently might be because it is closely related to the competitive nature of the game and the matching mechanism of the game that leads to the ups and downs of the game users.

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