Abstract

With the development of the Internet and new media, China’s game industry has been moving forward. According to the "War Epidemic" report published by the mobile Internet data research organization QM, during the Spring Festival, the number of mobile game users increased by 30% compared to usual, The average daily usage time per capita increased by 17.8%. The user scale of King Glory and Peace Elite both ushered in an increase of over 30%. However, the social problems brought about by the vigorous development of the game industry are becoming more and more acute. The author will use the principles of communication to analyze the conflicts and provide a thinking angle for future solutions.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.