5 creepy ways video games are trying to get you addicted

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1、文章主要叙述游戏商如何叫玩家更长时间,更沉迷于游戏。还不错,虽然是在说网游,不过可以扩展到全部游戏和网络对战。本文源地址:http:/goo.gl/ekFHa 英文,水平好的去看吧。So, the headlines say somebody else has died due to video game addiction. Yes, its Korea again.What the hell? Look, Im not saying video games are heroin. I totally get that the victims had other shit going on

2、in their lives. But, half of you reading this know a World of Warcraft addict and experts say video game addiction is a thing.嗯 最近呢 报纸的头条说又有人因为沉迷游戏而死了。这是怎么了?我不是说电脑游戏是海洛因。我当然知道这些沉迷在游戏里的人在现实中可能很受伤或很孤独,但是沉迷魔兽世界这个现象或者专家叫兽说的沉迷网络游戏还是比较严重的。所以我就想问问。So heres the big question: Are some games intentionally des

3、igned to keep you compulsively playing, even when youre not enjoying it?是不是有些游戏故意设计成让你不断的去玩,即使你一点也没享受?Oh, hell yes. And their methods are downright creepy.当然有,而且他们的那些招数有时候真的挺令人毛骨悚然的!#5. Putting You in a Skinner Box把你当小白鼠If youve ever been addicted to a game or known someone who was, this article is

4、really freaking disturbing.如果你曾沉迷于某个游戏或者知道那么个人沉迷,那么你肯定觉的下面这篇文章很恶心。http:/www.world- written by a games researcher at Microsoft on how to make video games that hook players, whether they like it or not. He has a doctorate in behavioral and brain sciences. 这篇文章是一个在微软的游戏研究员写的,内容是说怎么让游戏钓住人,能不能让玩家喜欢。这个人比较

5、厉害,有行为学和脑科学的博士学位。quoteEach contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players.书中说:游戏中每一个事件都是一个一个设计好的时间段,活动,奖励的*。这有无数的方法让这些元素可以结合在一起构成各种各样的游戏事件的探索。Notice his

6、 article does not contain the words fun or enjoyment. Thats not his field. Instead its the pattern of activity you want.注意到这个写的文章中没有任何一个“好玩,有意思的字眼。因为那玩意跟他没有关系。反而写的是游戏事件的探索。.at this point, younger gamers will raise their arms above their head, leaving them vulnerable.在某种意义上讲,年轻的玩家会举手庆祝胜利,贬低输者。His the

7、ories are based around the work of BF Skinner, who discovered you could control behavior by training subjects with simple stimulus and reward.他的理论基于B. F. Skinner。这个人发现,控制生物的行为只需要用简单的赏罚措施来训练目标。He invented the Skinner Box, a cage containing a small animal that, for instance, presses a lever to get foo

8、d pellets.他发明的Skinner box斯金纳箱 ,用来控制小动物,比如拉一个杆或者按按钮就可以得到食物This sort of thing caused games researcher Nick Yee to once call Everquest a Virtual Skinner Box.这玩意的发明导致了游戏研究者 Nick Yee 把无尽的任务称为Skinner虚拟实验室。So Whats The Problem?问题在哪?Gaming has changed. It used to be that once they sold us a $50 game, they d

9、idnt particularly care how long we played.The big thing was making sure we liked it enough to buy the next one. 现在游戏的本质已经变了。曾经一个游戏要50块钱,厂商也不会特别关心我们究竟玩多久。游戏只要做的好玩以此来确保我们还买下一作。But the industry is moving toward subscription-based games like MMOs that need the subject to keep playing-and paying-until th

10、e sun goes supernova.但游戏的商业化逐步向前使基于用户群的游戏比如MMO大型多人在线,需要用户一直玩下去并且一直付钱直到地球爆炸,太阳毁灭,春哥去世。Now, theres no way they can create enough exploration or story to keep you playing for thousands of hours, so they had to change the mechanics of the game, so players would instead keep doing the same actions over a

11、nd over and over, whether they liked it or not. So game developers turned to Skinners techniques.不过他们没有办法创造一个足够大的探索的空间或者故事背景让你玩个好几百年,所以他们必须得改变游戏的机理,让这些玩家不管喜欢还是不喜欢,能坚持一直做重复无聊的事情。所以这些游戏设计师就用了Skinner方法This is a big source of controversy in the world of game design right now. Braid creator Jonathan Blow

12、 said Skinnerian game mechanics are a form of exploitation. Its not that these games cant be fun. But theyre designed to keep gamers subscribing during the periods when its not fun, locking them into a repetitive slog using Skinners manipulative system of carefully scheduled rewards.这个目前在游戏设计方面是一个很大

13、的争论。时空环境的设计者 Jonathan Blow认为Skinner这种模式的游戏机理是一种剥削形式。它不是那种“好玩的游戏”,而是设计出来让玩家定期辛勤地劳作,通过Skinner用来控制生物的奖赏惩罚制度把他们牢牢的栓在电脑前不断的猛击鼠标键盘。Why would this work, when the rewards are just digital objects that dont actually exist? Well.你想问为什么这种方法会奏效,那些奖励都只是一些电子代码啊? 那么请看下面。#4. Creating Virtual Food Pellets For You To

14、 Eat设计一些虚拟精神食粮供你吃Most addiction-based game elements are based on this fact:Your brain treats items and goods in the video game world as if they are real. Because they are.大多数游戏成瘾都基于以下这个事实:你的大脑把游戏物品当成真实存在的东西。事实上,游戏物品确实有价值。People scoff at this idea all the time (You spent all that time working for a s

15、word that doesnt even exist?) and those people are stupid. If it takes time, effort and skill to obtain an item, that item has value, whether its made of diamonds, binary code or beef jerky.有人冷嘲热讽玩游戏的人:就为了一件虚拟的武器你能浪费你所有的人参?其实这些人想错了。如果某件东西需要花费很多时间精力和技术,那么不论这件物品是用钻石做的,还是二进制码构成的,还是牛肉做的,他都是有价值的。I have easily 500 hours in Zelda bottles.我不经意的就耗费500小时在塞尔达的瓶子上。Thats why the highest court in South Korea ruled that virtual goods are to be legally treated the same as real goods. And virtual goods are now a $5 bil

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