Abstract

In recent years, the mobile game market has shown remarkable performance, especially the upsurge of simulation games which mainly targeted at Generation Z. This paper takes Picturesque Panorama of Jiangnan, a renowned simulation game in China, as a case study and focuses on the interactive participation of its players. The author conducted in-depth interviews with 15 consumers of this game and comprehensive discussions on their interactive behavior, identity and willingness to participate based on the Grounded Theory, and tries to build a model of influencing factors to explain the relationship between the three and summarizes the characteristics of interactive participation of Generation Z in simulation games: replayable, recordable and concealable.

Highlights

  • With the opening of a new era of mobile Internet communication, the "meta-universe", the future form of the evolution of the Internet industry, has entered the limelight, and simulation games, the prototype of the "meta-universe", have become a boom

  • This study aims to investigate the logic of interactive participation of Generation Z in simulation games

  • 3.1.1 Self-spectacularization Shaped by Media Availability "Our ability to present ourselves online - whether it is real, fantasy or constructed - is limited and supported by communication tools and our strategic image management skills [1]." The platform shown by the game Picturesque Panorama of Jiangnan is "available" in this process

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Summary

Introduction

With the opening of a new era of mobile Internet communication, the "meta-universe", the future form of the evolution of the Internet industry, has entered the limelight, and simulation games, the prototype of the "meta-universe", have become a boom. In recent years, the new regulations of mobile games have raised the threshold and the fierce competition of oligopolies have restricted their continuous operation and iteration. How to correctly examine the interactive participation of consumers has become a problem that simulation games need to solve. The game consists of four parts of core modules: tasks in Management Module is unlocked one by one along with the main plot, which serves as a guide for newcomers and enhances the immersion of the game; Card Module precisely hits the "addiction psychology" of users (consumers are guided to the product and encouraged to accumulate inputs by giving them variable rewards in their purchases, resulting in spontaneous purchases and circulations); Adventure Module enriches the story background and further enhances players' participation; Social Contact Module maintains the stability of the game in the outreach. The game adopts many visual and auditory symbols to convince players to participate in the game by the peripheral route

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