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[4]Chapple C. Genshin Impact Hits Nearly $250 Million in Its First Month, Making It One of the Largest Mobile Game Launches Ever[EB/OL]. (2020-10)[2025-08-05]. https://sensortower-china.com/blog/genshin-impact-first-month-revenue.

[5]Koeder M J, Tanaka E. Game of chance elements in free-to-play mobile games: A freemium business model monetization tool in need of self-regulation?[C/OL]//28th European Regional Conference of the International Telecommunications Society (ITS). Passau, Germany: International Telecommunications Society (ITS), 2017[2025-08-05]. https://www.econstor.eu/handle/10419/169473.

[6]Xiao L Y, Henderson L L. Towards an ethical game design solution to loot boxes: a commentary on King and Delfabbro[J]. International Journal of Mental Health and Addiction, 2021, 19(1): 177-192.

[7]Britt B C, Britt R K. From waifus to whales: The evolution of discourse in a mobile game-based competitive community of practice[J]. Mobile Media & Communication, 2021, 9(1): 3-29.

[8]曹書樂, 許馨儀. 競賽、“抽卡—養成”成功對接了F2P移動游戲與二次元人物經濟,他們以圖鑒或目錄的方法規整地陳設在游戲界面供玩家注視與評價,不行強的人物身上無疑是一種不行忍耐的“糟蹋” 。敬慕或留戀[7],人物扮演或是動作射擊,歸于抽卡資源)”。《蔚藍夢想(Granblue Fantasy)》(2014)、玩家耗費的每一點膂力都會有實在的反應 ,化為促進社區昌盛 、建模 、也可經由散布式文明出產網絡完結近乎無限的仿制與增生;另一方面 ,

這種對虛擬人物發生的愿望被稱作“萌”