Volume 4,Issue 5
Imagination Consumption as a Driver for Cross-Media Adaptation of Game IPs: A Case Study of Honor of Kings: Chapter of Glory
In the context of digital media culture, “imagination consumption” as an emerging paradigm of cultural consumption is gradually becoming a key driving force behind transmedia storytelling. Taking Honor of Kings: Chapter of Glory as the research object, this paper explores how, during the process of animation adaptation, game IPs facilitate an identity shift from “controlling subject” to “emotional spectator” through user participation, narrative restructuring, and visual translation. “Imagination consumption” not only shapes the modes of user engagement but also restructures the production mechanisms and communication pathways of cultural products. This study aims to provide a practical reference and strategic insights for the cross-media development of original IPs in the current media environment.
[1] Wu X, 2025, Aesthetic Construction and Cultural Expression of The Wandering Earth 2 in the Context of Imagination Consumption. Home of Drama, (12): 161–163.
[2] Chen X, 2020, Theoretical Elaboration and Critical Methodological Considerations of “Imagination Consumption.” China Art News.
[3] Jenkins H, 2018, Convergence Culture: Where Old and New Media Collide. City Party Newspaper Research, (7): 86.
[4] Liu Q, 2025, Eastern Aesthetics, Imagination Consumption, and the Multidimensional Reconstruction of Film-Game Integration. Ningxia Social Sciences, (2): 201–209.
[5] Li W, Xu R, 2022, From Game to Animation: A Successful Exploration of IP Adaptation—A Review of the Animation Arcane: League of Legends. China Television, (5): 108–112.