从网络游戏玩家类别探讨游戏玩家行为模式毕业论文(编辑修改稿)内容摘要:
不言而预的。 EQ 运营于 1999 年,因此不同年理工饿玩家在游戏历史角度上不会体现较大差异,所以,按照年龄 分组样本时,结果呈现游戏频率与年龄相关,年龄越小,玩游戏时间越久,并非呈现线性关系。 导致这一结果的原因有这几个方面:未成年人的时间随意性大,无需和成年人一样担负一些责任,他们在平时玩游戏的时间上更具弹性。 我们发现了很多重要的差异在每组间的比较上,在转换角色性别方面,异性角色的选择者多为成年人,未成年人认为武士等更具有男子气概,这可能由于玩家在现实世界中对自我的同一性还不确认,还处于发展自我同一性的过程之中。 未成年女性有 %扮演过男性,对比来看, %的男性玩家扮演过女性。 成人组有一半以上的男性玩家 扮演过女性角色,女性只有 %。 在成年人与未成年人两个组中,女性都不愿改变角色性别,因为可能是在暴力的环境下,他们不愿意与传统的性别角色违抗。 游戏中“最喜欢和最不喜欢”的因素对比上也有明显在差异,调查对象都喜欢游戏的社会性内容,但是成年人更倾向于此,未成年人小于成年人 10%左右。 两组之间最大的区别在于未成年人喜欢游戏中的暴力因素。 成年人则表示他们最不喜欢暴力因素。 如果做一个两个群体都在每周花费大量时间欧系的假设,则他们必须牺牲生活中的很多方面,仅仅有 1/15 的玩家表示没有因为游戏牺牲自己的生活时间。 也 就是换一种说法:有 80%的人为了游戏牺牲自己的一部分时间,至少是一件事情。 成年人牺牲的时间多是社交,未成年人则是学习和工作。 如果这些绝对真实,则未成年人牺牲自己的学习和工作时间玩游戏带来的负面影响要比牺牲生活中的其他时间要严重的多。 许多网络游戏者可能出现电子游戏中的游戏上瘾,这是一个继续深入研究的方面。 网络游戏具有竞争性与合作性的内容, EQ 可能比一般的电玩游戏更容易使人上瘾。 更进一步说,基于一般的游戏,未成年人更容易上瘾。 当然,此次研究的数据不能支持或推翻此类假设,还有待研究。 最后,值得我们注意的是, Charlton( 20xx)对电脑沉溺现象做的因子分析表明,非病理性的高度参与与过分沉溺症之间差别很小。 因此,本研究发现网络游戏者大多因为游戏对生活产生负面影响,不管是成年人还是未成年人。 The Value of Virtual Assets – The Role of Game Characters in MMOGs Tony Manninen INTRODUCTION The seemingly virtual domains of massively multiplayer online games (MMOGs) have escaped the boundaries of cyberspace. Virtual economies, artificial currencies and intangible property are all inherent phenomena of contemporary virtual worlds that exist in the depths of the puter devices and works. The likes of science fiction authors William Gibson (1984), with his Cyberspace, and Neal Stephenson (1992), who used the term Metaverse, have long ago predicted the future of worked online munities. While the society has perceived these as mere fictional playgrounds,the virtual worlds have slowly evolved to places and spaces of – at least – halfreal assets. There are numerous examples of cases that illustrate the shift and crossover between virtual and real. Making a profitable business by selling virtual property (Anshe Chung Studios 20xx。 BusinessWeek online 20xx), running a ‘gold farmer’ pany whose only aim is to collect and sell virtual resources (BBC News 20xx。 TheObserver 20xx) and of course the wide spread auctioning of ones game characters (Washington Post Online 20xx。 BBC News 20xx) are just but a few occurrences of future trends in economy. From the business pointofview, these examples are far from the domain of ‘playgrounds for kids’. The money involved is real money and these people make a living out in the cyberspace. In this article we discuss the evolution of MMOGs by analysing the value of virtual assets in these nonphysical realms. Since the central role of game characters as virtual asset ‘warehouses’ is the key,we align our approach to charac teroriented study. We tackle the question of what is the value of ones virtual identity in the online game munity. Furthermore, we delineate the motivation ponents of play, in relation to the perceived worth of different aspects of character value. We approach the topic from the field of game studies, but we focus on the implications that would contribute to the field of business. Before venturing into the intricacies of virtual assets, it is necessary to offer a rationale behind the evolution and success of MMOGs. We will start by defining the concept of MMOGs by outlining the most distinctive characteristics of these virtual worlds. DISCUSSION The aforementioned cases provide some practical implications to the field of business the roadmap from existing MMOG to a future business platform is not always clear, there are several key areas that could be harnessed. In essence, all the motivational ponents of play, form potential areas for mercial applications. This, however, should not result the players being charged more rigorously. Instead, the existing subscriptionbased business model, could be replaced with transactionoriented mechanisms that offer ways for usercreated content – and business. Second Life is a living example of valueadding procedures and virtual asset transaction. The initial argument states that the more persistent the virtual world is, the greater the need for a formal economy (Bartle 20xx, 299). This, however, is not the only approach in contemporary spinoff businesses (., auctions, gold farming, powerlevelling, etc.) all add to the original economy model of the MMOGs. In addition, the concept of MMOG aggregators that integrate several different virtual worlds would make it possible to achieve true interconnectivity between the virtual is not bound within the frames of formal puter systems. The crossover to the real world has e to stay. In their own field, MMOGs are rapidly advancing our shift towards game society. Basic ICT and Inter skills will not be enough since people need to master games and playing. Furthermore, people may need to master the business models and structures of virtual economies with all the ripple effects to and from our real economies. The secondary markets with trading of virtual assets outside the MMOGs, and the novel but difficult to harness value chains provide interesting challenges for both researchers and practitioners. Still, perhaps the strongest implication of the evolution of MMOGs might be the level of persistency these worlds possess. They currently do have a limited, yet substantial in duration, life span of 515 years. What will be the oute if we truly have MMOG aggregators and systems that can keep your virtual property current year after year? When will the virtual bee nonvirtual? What is the threshold that needs to be crossed in order for us to start thinking these artefacts as real as the physical ones? Mobile phone lifecycle may be 12 years, average consumer products tend to ‘last’ less time than they did 10 years ago. The virtual home, built in AlphaWorld (nowadays ActiveWorlds), that is 20 years old cannot, by any means, be defined。从网络游戏玩家类别探讨游戏玩家行为模式毕业论文(编辑修改稿)
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