Skip to main content

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

  • Chapter
  • First Online:
The Chinese Video Game Industry

Part of the book series: Palgrave Games in Context ((PAGCON))

  • 136 Accesses

Abstract

Honor of Kings (Tencent Games) is one of the most popular mobile games in the world. This chapter explores how the game influences the historical views of players. A survey was conducted with 907 valid samples of adults with higher educational backgrounds. Data including emotional attitudes towards real historical figures, willingness to learn, and related historical knowledge of the respondents were collected. The respondents’ gaming behavior and demographic information were also measured. The results of the study demonstrate that playing Honor of Kings has an emotional influence on player attitudes towards historical figures, especially for players already familiar with the game’s heroes. The chapter introduces the effect of “real emotions in virtual play”—which is based on the concept of player-avatar identification—as an explanation for this influence.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 159.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The number of Chinese gamers exceeded 640 million in the first quarter of 2019, ranking first in the world; the total revenue of the Chinese game market in 2018 was 214.4 billion yuan [30.7 billion USD], second only to the United States (CGIGC 2019).

  2. 2.

    HoK is a mobile multiplayer online battle arena (MOBA) game developed by Timi Studio and Tencent and launched in 2015. By early 2017, the game had more than 200 million registered players and 50 million daily users (Zhou 2017). A custom skin for one of the game’s most popular characters saw its sales volume reach 150 million yuan [21.53 million USD] in its first day (Zhang 2017a). In October 2018, the monthly average number of daily active users was nearly 60 million, much higher than the figure for all other mobile games in China. HoK was also the only mobile game in China with monthly active users exceeding 100 million every month during 2018 (Jiguang 2019). In terms of revenue, HoK rocketed to the top of the mobile games sales charts based on worldwide revenue in May 2017 and has held the position as of this writing (GameLook 2017). Despite the emergence of new competitive games, HoK still ranks first in Chinese mobile game revenue in the first quarter of 2019 (Gamma Data 2019). It became the world’s highest grossing mobile game in the first half of 2019, with more than 728 million US dollars in revenue (Nelson 2019).

  3. 3.

    Proficiency is an indicator in HoK. The more matches a player plays using a specific hero, the higher the hero’s proficiency. Players can easily display all the heroes they have in order of proficiency.

  4. 4.

    The data, provided by Tencent Timi Studios, which runs HoK, reflect the rate at which each hero is selected to play in millions of battles every day.

  5. 5.

    Luban’s real name is still disputed, and many of his inventions and deeds are folklore. There are also no names of “Diaochan” or “Sun Shangxiang” in official history. Only “Zhuo Bi” and “Lady Sun” are mentioned in The Three Kingdoms. However, after the rendering and romance of folklore, the names and images of these characters have gradually become familiar to the public, so they are also regarded as real historical figures. This poses a question for reflection. How many of the historical figures that people think they know well are reconstructions out of different stories?

References

  • 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

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

    Book  Google Scholar 

  • 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

  • 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

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

    Article  Google Scholar 

  • Gong, Shu Mei. 2008. “Lishi ticai jiaoyu youxi de sheji yanjiu – Yi Xinhai geming wei Beijing de jiaoyu youxi sheji weili” [Research on the design of historical theme educational game – Take the “design of educational game under 1911 Revolution” as an example]. Master’s thesis, Central China Normal University.

    Google Scholar 

  • Harari, Yuval Noah. 2016. Homo deus: A brief history of tomorrow. London: Random House.

    Google Scholar 

  • He, Wei. 2018. Shuzi youxi piping lilun yu shijian de bage weidu [The eight dimensions of digital game criticism theory and practice]. Arts Criticism 11: 26–37.

    Google Scholar 

  • He, Wei, and Shu Le Cao. 2018. Cong “dianzi hailuoyin” dao “zhongguo chuangzao”: Renmin Ribao youxi baodao (1981–2017) de huayu bianqian [From e-heroin to created in China: Discourse change of digital game coverage in People’s daily from 1981 to 2017]. Chinese Journal of Journalism & Communication 5: 57–81.

    Google Scholar 

  • Hu, Yi Qing, and Qing Rong. 2011. Dianshi yu liushou ertong renji jiaowang Moshi de jiangou – Yi Jinzhai Yanzihe zhen weili [Television and the construction of interpersonal communication patterns for left-behind children – An example from Yanzihe, Jinzhai, China]. Journal of Southwest University for Nationalities (Humanities and Social Science) 10: 139–143.

    Google Scholar 

  • Huang, Shan Shan. 2014. Jiyu shiyong yu manzu de zhongguo lishi ticai dianshijv shouzhong yanjiu – yi guangxi diqu weili [An audience research from the perspective of uses and gratifications of Chinese historical teleplays – Use Guangxi area as an example]. Master’s thesis, Guangxi University.

    Google Scholar 

  • Jiguang 极光大数据. 2019. 2018 shouji youxi hangye niandu shuju pandian [Annual inventory of mobile game industry in 2018]. Jiguang.cn, July 1. community.jiguang.cn/t/topic/31002.

  • Kapell, Matthew Wilhelm, and Andrew B.R. Elliott, eds. 2013. Playing with the past: Digital games and the simulation of history. New York: Bloomsbury Publishing USA.

    Google Scholar 

  • Klimmt, Christoph, Dorothée Hefner, and Peter Vorderer. 2009. The video game experience as “true” identification: A theory of enjoyable alterations of players’ self-perception. Communication Theory 19 (4): 351–373.

    Article  Google Scholar 

  • Li, Dong Dong, Albert Kien Liau, and Angeline Khoo. 2013. Player-avatar identification in video gaming: Concept and measurement. Computers in Human Behavior 29 (1): 257–263.

    Article  Google Scholar 

  • Li, Peng. 2011. Lishi ticai dianshiju dui zhongxuesheng de fumian yingxiang jiqi duice yanjiu [Research on the negative influence of historical television series on middle school students and countermeasures]. Master’s thesis, Yangzhou University.

    Google Scholar 

  • Limelight. 2018. The State of Online Gaming – 2018. https://brand-news.it/wp-content/uploads/2018/03/State-of-online-gaming.pdf

  • Lin, Xiao Ping. 2017. Zhijian youxi cujin ertong yuyan siwei renzhi fazhan shizheng yanjiu [An empirical study on the promotion of children’s language cognitive development through fingertip play]. Journal of the Chinese Society of Education 2 (79–82): 88.

    Google Scholar 

  • Liu, Meng Fei. 2019. Youxi rushi: Ziran jisi deluyi xingxiang de gujin bianqian yanjiu [Game as history: An analytical history of the image of the nature priest druid]. PhD dissertation, Tsinghua University.

    Google Scholar 

  • McGonigal, Jane. 2011. Reality is broken: Why games make us better and how they can change the world. New York: Penguin.

    Google Scholar 

  • McKernan, Brian. 2013. The morality of play: Video game coverage in The New York Times from 1980 to 2010. Games and Culture 8 (5): 307–329.

    Article  Google Scholar 

  • Morgan, Michael, and James Shanahan. 1997. Two decades of cultivation research: An appraisal and meta-analysis. Annals of the International Communication Association 20 (1): 1–45.

    Article  Google Scholar 

  • Nelson, Randy. 2019. Global app revenue reached $39 billion in the first half of 2019, up 15% year-over-year. SensorTower. sensortower.com/blog/app-revenue-and-downloads-1h-2019.

  • Peng, Ran Ling, Zhao Peng Ding, Tao Jiang, and Ke Xi Tang. 1997. Dianshi yu ertong renzhi fazhan [Television and children’s cognitive development]. Beijing shifan daxue xuebao (shehui kexue ban) 1: 19–29.

    Google Scholar 

  • People.cn 人民网. 2017. Wangzhe rongyao yin dushichao xianqi nianqingren dui chuantong wenhua xingqu [Honor of Kings cites the trend of poems, sparking young people’s interest in traditional culture]. people.com.cn, March 30. jx.people.com.cn/n2/2017/0330/c186330-29946088.html.

  • People’s Daily 人民网. 2017a. Wangzhe rongyao, shi yule dazhong haishi xianhai rensheng [Honor of Kings, to entertain the public or to “damage” life]. people.com.cn, July 4. media.people.com.cn/n1/2017/0704/c40606-29380456.html

  • People’s Daily 人民网. 2017b. Renminwang reping Wangzhe rongyao: Jiaqiang “shejiao youxi” jianguan keburonghuan [People’s Daily online review of Honor of Kings: No time to lose in tightening regulation of “social games”]. people.com.cn, July 4. opinion.people.com.cn/n1/2017/0704/c1003-29382531.html.

  • People’s Daily 人民网. 2017c. Renminwang sanping Wangzhe rongyao: Guohao “yidong shenghuo” changdao jiankang yule [People’s Daily online review of Honor of Kings: Live a good “mobile life” and advocate healthy entertainment]. people.com.cn, July 6. Retrieved from opinion.people.com.cn/n1/2017/0706/c1003-29387722.html

  • Shan, Hui Jun. 2015. Jinnian lishi ticai dianshi zhengjv de shijvguan yanjiu [The study of core creative concept in history television play]. Master’s thesis, Zhejiang Normal University.

    Google Scholar 

  • Shen, Yuan Xin. 2015. Sanguo ticai dianshi lishijv yu shixue dazhonghua [The three kingdoms television historical drama and the popularization of history]. Master’s thesis, Yangzhou University.

    Google Scholar 

  • Shi, Min Yu. 2015. Youxi dui wenhua de chonggou yu chuancheng: Yi youxi Sanguozhi wei gean [The reconstruction and inheritance of culture in games: A case study of Romance of the Three Kingdoms]. Journalistic University 2: 32–38.

    Google Scholar 

  • Song, Kuai. 2016. Baoli wangluo youxi jiechu dui zhongxuesheng chuantong/wangluo qifu de yingxiang: Renzhi yiqing he qinggan yiqing de zuoyong [The impact of violent online games exposure on middle school students’ traditional bullying/cyberbullying behaviors: The mediating role of cognitive empathy and affective empathy]. Master’s thesis, Central China Normal University.

    Google Scholar 

  • Southern Metropolis Weekly 南都周刊. 2017. Yexu Wangzhe rongyao zheng yibubu huidiao xiaoxueshengmen de lishiguan [Maybe Honor of Kings is ruining military students’ historic view step by step]. Southern Metropolis Weekly, February 19. t.cn/RJ17HuK.

  • TalkingData. 2017, May 1. Wangzhe rongyao redian baogao [Hot report of Honor of Kings]. TalkingData, May 1. mi.talkingdata.com/report-detail.html?id=529

    Google Scholar 

  • Tao, Zhu Wan. 2009. Xishuo lishi ticai dianshijv dui dangdai qingshaonian lishiguan de yingxiang: Yi Wenzhou dazhong xuesheng weili [Influence of television dramas on the theme of playful interpretation of history on historical value of contemporary youth: A case study of Wenzhou middle school and college students]. Journal of Wenzhou Vocational & Technical College 1: 56–61.

    Google Scholar 

  • Tian, Xia, and Meng Fan. 2016. Xinmeiti huanjing xia daxuesheng shehui zhuyi hexin jiazhiguan jiaoyu yingxiang yinsu ji duice yanjiu [Research on the influencing factors and countermeasures of the core socialist values education for college students in new media environment]. Leading Journal of Ideological & Theoretical Education 思想理论教育导刊, 12: 109–113.

    Google Scholar 

  • Turkle, Sherry. 1994. Constructions and reconstructions of self in virtual reality: Playing in the MUDs. Mind, Culture, and Activity 1 (3): 158–167.

    Article  Google Scholar 

  • ———. 2005. The second self: Computers and the human spirit. MIT Press.

    Book  Google Scholar 

  • Wang, Xue, and Shu Wang. (2005). Houxiandai yujingxia de lishi xiaofei: Dianzi youxi lishi ticai de jingshen shenshi [The consumption of history in a postmodern context: A spiritual review of historical digital games]. Guizhou Social Sciences 贵州社会科学 3: 116.

    Google Scholar 

  • Williams, Dmitri. 2003. The video game lightning rod. Information Communication & Society 6 (4): 523–550.

    Article  Google Scholar 

  • Xu, Yang, and Juan Ma. 2018. Buyao wangxiang zai youxi zhong xuexi lishi [Don’t try to learn history in games]. Wen Wei Po, January 30. dzb.whb.cn/html/2018-01/30/content_632833.html

    Google Scholar 

  • Yan, Dao Cheng, and Guo Huang. 2013. Wangluo baoli youxi hanhua qingshaonian de chuanbo xinli dongyin [The psychological dynamics of violent online games cultivating adolescence]. China Youth Study 1: 100–104.

    Google Scholar 

  • Zhang, Guo Hua. 2007. Baoli wangluo youxi dui qingshaonian de siwang renzhi ji gongjixing de yingxiang [The impact of violent online games on adolescents’ death perception and aggression]. Master’s thesis, Capital Normal University.

    Google Scholar 

  • Zhang, Jing, and Ling Zhao. 2013. Jiyu cengci fenxifa de xinmeiti huanjingxia daxuesheng xinxi renzhi de yingxiang yinsu fenxi [Analysis of the influencing factors of college students’ information cognition under the new media environment based on the analytic hierarchy process]. Journal of Modern Information 现代情报 1: 67–85.

    Google Scholar 

  • Zhang, Xue Min, Mao Li, Yan Song, Yong Na Li, and Liu Qing Wei. 2009. Baoli youxi zhong shisha dongzuo he xuexing chengfen dui wanjia he guankanzhe gongji qingxiang de yingxiang [The effect of the violent elements in violent games on the players and the observers’ aggression]. Acta Psychologica Sinica 心理学报 12: 1228–1236.

    Google Scholar 

  • Zhang, Yu Ling. 2017b. Shouji youxi buneng dianfu lishi [Mobile games cannot overturn history]. GuangMingWang 光明网, March 28. news.gmw.cn/2017-03/28/content_24070253.htm

    Google Scholar 

  • Zhang, Yue. 2017a. Quanqiu zuizhuanqian de youxi Wangzhe rongyao huobao zhimi [The mystery of the popularity of the world’s most profitable game, Honor of Kings]. infzm.com 南方周末, June 1. www.infzm.com/content/125014

  • Zhang, Zhang. 2017c. Youxi hui yingxiang haizi de lishiguan, zhendema [Is it true that games affect children’s historic view?]. The Paper 澎湃新闻, February 22. www.thepaper.cn/newsDetail_forward_1623499

  • Zhang, Zhen Xi. 2017d. Bierang “leiren” youxi cheng nianqingren renzhi lishi “chutiyan” [Do not let the absurd game become the young’s first experience of history]. Wen Wei Po 文汇报, March 30. https://whb-oss.oss-cn-shanghai.aliyuncs.com/zhuzhan/kandian/20170330/87978.html

  • Zhao, Xiu Hong. 2017. Liuxing youxi juese bufu lishi yin zhengyi [Controversy arises over popular game character’s incompatibility with history]. Jyb.cn 中国教育报, April 15. www.jyb.cn/zgjyb/201704/t20170415_605559.html

  • Zhou, Song Qing. 2017. A gu Wangzhe rongyao chanyelian [A-share Honor of Kings industry chain]. 21jingji 21世纪经济报道, June 16. www.21jingji.com/2017/6-16/4OMDEzNzhfMTQxMTg4OA.html

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Wei He .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

He, W., Li, Y. (2024). Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitudes Toward and Cognition of Historical Figures. In: Chen, F., McAllister, K.S., Ruggill, J.E. (eds) The Chinese Video Game Industry. Palgrave Games in Context. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-41504-3_9

Download citation

Publish with us

Policies and ethics