Proceedings of the 2022 International Conference on Science Education and Art Appreciation (SEAA 2022)

The Background Analysis of Electronic Arts Battlefield Series Games in the Chinese Market

Authors
Jiacheng Liu1, *, Yuqi Wang2, Yanzhe Yang3
1Faculty of Hospitality and Tourism Management, Macau University of Science and Technology, Qingdao, 266300, China
2Beijing New Oriental Foreign Language School at Yangzhou, Yangzhou, 225000, China
3College of Liberal Arts, Macau University of Science and Technology, Dalian, 116011, China
*Corresponding author. Email: 1909853db111017@student.must.edu.mo
Corresponding Author
Jiacheng Liu
Available Online 19 November 2022.
DOI
10.2991/978-2-494069-05-3_47How to use a DOI?
Keywords
The Battlefield series; Steam platform; Orange platform
Abstract

As the development of electronic games becomes more and more diversified, the types of games gradually become more and more diverse, Games of all kinds spread around the world at breakneck speed and then disappear for a variety of reasons. After 20 years of iteration, the Battlefield series is still in the top three grossing games after the release of new titles. As one of EA’s main series of games, Battlefield series has a large number of players, and there are different opinions on the game. This paper aims to understand the degree of recognition of young Chinese gamers for the Battlefield series games, In the questionnaire, the average playing time of Chinese young players and the game feelings of many games are counted, and the players’ opinions are expected, the degree of price acceptance, and the collection of phenomena that appear in games through questionnaires distributed on major game groups and game social software. After analysing and summarizing the phenomenon, putting forward reasonable suggestions for the problems with the largest number of feedbacks.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2022 International Conference on Science Education and Art Appreciation (SEAA 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
19 November 2022
ISBN
978-2-494069-05-3
ISSN
2352-5398
DOI
10.2991/978-2-494069-05-3_47How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Jiacheng Liu
AU  - Yuqi Wang
AU  - Yanzhe Yang
PY  - 2022
DA  - 2022/11/19
TI  - The Background Analysis of Electronic Arts Battlefield Series Games in the Chinese Market
BT  - Proceedings of the 2022 International Conference on Science Education and Art Appreciation (SEAA 2022)
PB  - Atlantis Press
SP  - 378
EP  - 384
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-05-3_47
DO  - 10.2991/978-2-494069-05-3_47
ID  - Liu2022
ER  -