Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitudes Toward and Cognition of Historical Figures

Author:

He Wei,Li Yue

Publisher

Springer International Publishing

Reference51 articles.

1. CGIGC 游戏产业网. 2019. 2019 nian diyi jidu zhongguo youxi chanye baogao [China gaming industry report Q1 2019]. cgigc.com.cn, April 29. www.cgigc.com.cn/gamedata/21040.html

2. Chapman, Adam. 2016. Digital games as history: How videogames represent the past and offer access to historical practice. New York: Routledge.

3. GameLook. 2017. Xijinwang! Wangzhe rongyao wending quanqiu shouyou zonghe shourubang guanjun [King of suckers! Honor of Kings has topped the global mobile game revenue]. qq.com 腾讯网, June 15. tech.qq.com/a/20170615/002656.htm

4. Gamma Data 伽马数据. 2019. Q1 yidong youxi baogao: shichang guimo 365.9 yiyuan shouru tongbi zeng18.2% [Mobile game report in Q1 2019: Market size $36.59 billion, revenue up 18.2% year-over-year]. Joynews.cn, May 5. www.joynews.cn/jiaodianpic/201905/0532344.html

5. Gerbner, George. 1998. Cultivation analysis: An overview. Mass Communication and Society 1 (3–4): 175–194.

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