Research on Three Construction Methods of Electronic Game Virtual Identity Under Biaxial Operation Taking "Chinese Paladin: Sword and Fairy", "World of Warcraft" and "Overwatch" as Examples
Authors
Qiwumian Lv
Corresponding Author
Qiwumian Lv
Available Online November 2019.
- DOI
- 10.2991/icassee-19.2019.70How to use a DOI?
- Keywords
- semiology; electronic game player; virtual identity; construction
- Abstract
With the development of video games, the virtual avatar of video game players has become an important research topic. This paper will study the virtual avatar construction methods in different game eras, and analyze the path and method of virtual avatars built by electronic game players in different eras. The concept of two-axis operation of semiotics is used to explain the virtual avatar construction in different situations.
- Copyright
- © 2019, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Qiwumian Lv PY - 2019/11 DA - 2019/11 TI - Research on Three Construction Methods of Electronic Game Virtual Identity Under Biaxial Operation Taking "Chinese Paladin: Sword and Fairy", "World of Warcraft" and "Overwatch" as Examples BT - Proceedings of the 3rd International Conference on Art Studies: Science, Experience, Education (ICASSEE 2019) PB - Atlantis Press SP - 340 EP - 346 SN - 2352-5398 UR - https://doi.org/10.2991/icassee-19.2019.70 DO - 10.2991/icassee-19.2019.70 ID - Lv2019/11 ER -