Open Access
Issue |
SHS Web Conf.
Volume 220, 2025
2025 2nd International Conference on Language Research and Communication (ICLRC 2025)
|
|
---|---|---|
Article Number | 04028 | |
Number of page(s) | 8 | |
Section | AI and Technology-enhanced Language Education | |
DOI | https://doi.org/10.1051/shsconf/202522004028 | |
Published online | 13 August 2025 |
- Business Research Insights. Open World Game Market Report. (2024) Retrieved from https://www.businessresearchinsights.com/zh/market-reports/open-world-game-market-113399 [Google Scholar]
- L. S. Lin, Interpretation of "playbour" digital labor from the perspective of popular culture--Taking "Genshin Impact" as an example. J. News Commun. Sci. 12, 15221528 (2024) [Google Scholar]
- T. He, Paid to play: Gender, intersectionality, and labor in online game companionship. Int. J. Commun. 19, 220-239 (2025) [Google Scholar]
- J. Kücklich, Precarious playbour: Modders and the digital games industry. Fibreculture J. 5, 1-5 (2005) [Google Scholar]
- R. Q. An, Consent and resistance: Research on digital labour of mobile game playbour- -Take "Harry Potter: Magic Awakened" as an example. Master's thesis, Zhejiang University of Media and Communications (2023) [Google Scholar]
- G. Zhang, S. Bi, Evolutionary game analysis of online game studios and online game companies participating in the virtual economy of online games. PLOS ONE 19, e0296121 (2024) [Google Scholar]
- Y. J. Han, Exploring the "gamification of labor" among online game players from the perspective of digital labor: A case study of Jianxia Qingyuan Online III. Media Observ. 6, 61-64 (2023) [Google Scholar]
- W. J. Jia, S. J. Cao, Game workification: Identity acquisition and the logic of control over "playbour." Sociol. Rev. 10, 54-72 (2022) [Google Scholar]
- M. Shu, A study on the affective labor of female game players—Taking the mobile game "Love of Light and Night" as an example. Master's thesis, Zhejiang Univ. Media Commun. (2024) [Google Scholar]
- L. H. Zeng, J. R. Zhong, A case study on how otome games construct female subjectivity and identity: Based on Mr. Love: Queen's Choice. Chin. Cult. Commun. Stud. 1, 105-117 (2022) [Google Scholar]
- Z. H. Zhou, A study on user interaction in games. Master's thesis, Liaoning University (2021) [Google Scholar]
Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.
Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.
Initial download of the metrics may take a while.