Proceedings of the 2020 4th International Seminar on Education, Management and Social Sciences (ISEMSS 2020)

Cultural Adoption in World of Warcraft

Authors
Zihao Wu
Corresponding Author
Zihao Wu
Available Online 28 August 2020.
DOI
10.2991/assehr.k.200826.104How to use a DOI?
Keywords
Cultural adoption, World of Warcraft, computer game
Abstract

In recent years, China has increased the investment in cultural industry, including the electronic game industry which has received the corresponding attention. However, in the process of its development, several problems emerge, such as game stagnation and lack of development of online games. Therefore, this paper analyzes the current situation of the development of Warcraft electronic game industry and the impact of its success, in order to provide some suggestions for the future development of Chinese electronic games.

Copyright
© 2020, 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/).

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Volume Title
Proceedings of the 2020 4th International Seminar on Education, Management and Social Sciences (ISEMSS 2020)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
28 August 2020
ISBN
978-94-6239-048-5
ISSN
2352-5398
DOI
10.2991/assehr.k.200826.104How to use a DOI?
Copyright
© 2020, 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  - Zihao Wu
PY  - 2020
DA  - 2020/08/28
TI  - Cultural Adoption in World of Warcraft
BT  - Proceedings of the 2020 4th International Seminar on Education, Management and Social Sciences (ISEMSS 2020)
PB  - Atlantis Press
SP  - 519
EP  - 524
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.200826.104
DO  - 10.2991/assehr.k.200826.104
ID  - Wu2020
ER  -