2.1 Howard S. Becker's Art World
Theory
Becker believes that the creation of works of art is not
an isolated phenomenon, but the result of the
collaboration of many participants in the art world.
The art world encompasses creators, performers,
distributors, critics, and others who work together to
create, disseminate, and evaluate art based on a
shared set of conventions, techniques, and
understandings (Becker, 1982). This study applies
this theory to the field of games. A game is like a
work of art. Art, copywriting, planning and operation
constitute a huge world of game art. The success of
"Ashes of the Kingdom" is no accident. The artists
carefully craft the characters, the copywriters write
fresh and in-depth copy, the planners are responsible
for planning new events and game mechanics, and the
operations are responsible for regular updates,
promotion and maintenance. Players play a key role
as audiences and communicators, and each role
interacts to shape the overall ecology of the game,
which in turn affects the loyalty of players to the game.
2.2 Pierre Bourdieu's Field Theory
The field proposed by Bourdieu is a social space full
of competition and power struggle, in which different
individuals or groups compete for favorable positions
in the field according to the capital they own
(Bourdieu, 1986). Each game company has a
common set of rules to follow, but also have a niche
based on the uniqueness of each game. "Ashes of the
Kingdom" need to skillfully deploy all kinds of
capital, find a unique position in Chinese otome
romance game field, give the players a sense of value,
help them accumulate capital advantages, so as to
consolidate the player's loyalty in the game.
2.3 Existing Research Deficiencies and
Prospects
There is still a lack of in-depth analysis of such
ancient female mobile games as "Ashes of the
Kingdom". Most studies have focused on mainstream
game genres and have not fully explored the
connection between unique design innovations in
niche genres and player loyalty. Most studies on
Chinese otome romance games adopt the in-depth
interview method, which is a beneficial method to
analyze the psychology behind players and explore
the reasons (Wang & Yang, 2023, He, 2023). But
little research has been done on "Ashes of the
Kingdom". Moreover, there are few systematic
analyses combining Art World Theory and Field
Theory, which fail to fully reveal the interaction mode
of all players in the game, as well as the capital
accumulation and loyalty transformation mechanism
of players in the complex game field.
In summary, based on the two theories, it is
beneficial to accurately enter into the research topic
of the influence of the game design innovation on the
player loyalty, and explore the effective path of game
operation and player maintenance.
3 METHOD
This research adopts the semi-structured interview
method, through the official community of the game,
social media groups, player forums and other
channels. The study adopts the combination of
stratified sampling and purpose sampling to selects
different types of players as interview objects,
including active players, loyal players who have not
played for a long time, players who have recently left,
and lightly experienced players. The research ensure
that players of different genders, age levels, and
geographical distribution are involved to strive for
sample diversity.
The interview outline is designed around the core
innovation of game design, such as the gameplay
mechanics, players were asked about their opinion on
the unique setting of the spy cultivation system, such
as "How does the trust setting affect your strategic
planning when you are training spies?"; in the story
and Characters section, players were asked "What
episode stood out to you the most, and how did it
deepen your emotional engagement with the
characters?"; for paid design, players were asked
"What do you think is the price/performance ratio of
paid items in the game, and does it affect your
willingness to pay?".
In this study, one-on-one in-depth interviews were
conducted with the help of online conference
software, and the duration of each interview was
controlled within 30-60 minutes. The whole interview
process was recorded, the recording of the in-depth
interview was translated into a manuscript, and the
text was classified and sorted by using coding
technology. For example, the views on gameplay
innovation are grouped into one category, and those
related to story experience are grouped into another
category. Through continuous comparison and
induction, key themes and views are extracted, and
the advantages and key points of game design
mentioned by players more frequently are identified,
and the underlying reasons are explored
.