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玩过PS2平台上的体感类(视频)游戏——《EyeToy:Play》的玩家,相信都不会忘记那种游戏娱乐方式。通过一个摄像头,游戏可以实时感应到玩家的影像动作,玩家可以进入游戏画面与游戏角色互动。例如,在拳击游戏中,玩家只须做出拳击的动作,就可以打中游戏中的虚拟对手。 相似文献
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从现在观点来看,电子游戏娱乐将是未来数字家庭的一个重要的组成部分。目前该领域的巨头无疑是SONY和微软,他们都非常看好电子游戏娱乐的发菜前景,不过微软的游戏部门以前只负责开发PC游戏。 相似文献
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从电子游戏出现到今天,经过了几十年的发展,游戏设备到目前已经有了质的飞跃,现在的游戏设备已经不再是单纯的游戏主机或者是游戏服务的配件了,它已经演变成了玩游戏一种必备品,成为了人们日常生活中不可或缺的一部分。而经过游戏设备的改进和越来越多科技元素的加入,游戏设备也已经不单单是一种娱乐工具,而变成一种生活要素,玩游戏也成为生活方式之一了。 相似文献
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邢西深 《中国信息技术教育》2007,(10)
网络教育游戏的特点
网络游戏是基于现代互联网络的一种游戏,具有娱乐性、趣味性等特点.网络游戏从一产生就受到了游戏爱好者特别是青少年的青睐,成为人们一种新的休闲娱乐方式. 相似文献
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手游想纯粹依靠自身品质一炮而红的可能性是越来越小了,无数手游从业者发现,他们手中的游戏即便质量再高,也需要使劲吆喝,也因此手游营销开始逐渐向其他平台主游戏营销手段相靠拢。就以今年看,手游营销的变化可谓是大得难以想象,其中邀请明星入驻手游.成为了最吸引眼球方式。 相似文献
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游戏是一种娱乐.其性质和其它娱乐项目诸如音乐、电影、卡拉OK一样。
游戏开发则首先是一种工作,其次才是你的兴趣。以“我要去游戏公司工作”为借口.沉迷于游戏以至荒废学业甚至导致退学的话,基本上未来也不太可能获得游戏公司的聘用。 相似文献
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刘帅 《数码设计:surface》2010,(12):175-177
游戏是引发行为交流的一种比较好的方式,其良好的娱乐性能抵消人们对于大量信息的抵触心里。信息传播是视觉传达设计的最基本职能之一,从信息传播方式入手,实验用游戏的策略来引导行为交流的产生,并引入到视觉传达设计中去。以促成特定环境内人与人之间的交流,在娱乐的气氛中传播信息,从而增强信息传播过程的趣味性,实现强化传播力的效果。 相似文献
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Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants’ actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the design, development and evaluation of an ARG aimed at increasing the motivations of secondary school level students across Europe in the learning of modern foreign languages. The ARG was developed and implemented as part of a European Commission Comenius project and involved 6 project partners, 328 secondary school students and 95 language teachers from 17 European countries. The collaborative nature of ARGs provides a potentially useful vehicle for developing collaborative activities within an educational context. This paper describes the educational value of ARGs, in particular the ARG for supporting the teaching of modern European languages and the specific activities that were developed around Web 2.0 and gaming that underpinned the ARG and helped promote cooperation and learning within an educational environment. An evaluation of the ARG was conducted using an experimental design of pre-test → ARG intervention → post-test. 105 students completed the pre-test, 92 students completed the post-test and 45 students completed both the pre-test and post-test questionnaires. In general, student attitudes towards the ARG were very positive with evidence suggesting that the ARG managed to deliver the motivational experience expected by the students. The majority of students who completed the post-test either agreed or strongly agreed that they would be willing to play the game over a prolonged period of time as part of a foreign language course. In addition, through using the ARG, students believed that they obtained skills relating to cooperation, collaboration and teamwork. 相似文献
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以双寡头垄断市场为研究背景,以市场需求为导向,运用指数模型构建了价格与广告的市场反应模型,贯通了市场需求预测与广告的市场效应之间的联系;并基于市场需求预测结果,将需求曲线与广告效应曲线模型进行了整合,贯通了价格与广告营销因素之间的内在联系;以市场引力模型和Lancaster模型为基础,以博弈论为手段,构建了双寡头市场下的价格与广告两阶段博弈模型,并给出相应解法.此外,在广告原理和模型的基础上对营销组合决策支持系统进行了分析、设计和实施,以仿真数据验证了模型的有效性,在营销原理、营销模型和营销实践之间架起一座桥梁. 相似文献
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随着3G时代的到来,以及手机性能的不断提高,手机娱乐休闲的功能日益彰显。使用J2ME作为手机网络游戏的开发平台,结合Servlet技术构建手机掼蛋网络对战游戏,利用多线程实现手机客户端随机接收服务器消息。为了让玩家按服务器发送的顺序接收消息,采用队列进行存储,使消息按队列先进先出顺序供客户端接收。通过实验模拟,达到了设计的效果。 相似文献
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高楠 《数码设计:surface》2014,(7):93-95
网络游戏是一种新兴的娱乐方式,人们在进行网络游戏时,会受到其文化思想内容的影响。作为新兴的文化娱乐活动,网络游戏具有传播文化的使命。在色彩缤纷的网络游戏里,传统视觉元素是重要的表现素材,探究民族元素在游戏美术视觉形式美中的运用,对于网络游戏的民族化发展有重要的现实意义。 相似文献
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Online game is the most popular entertainment application in the virtual world and online gamers demonstrate high attachment to playing online games. Previous studies have linked to the numerous negative outcomes in playing online games. The factors contribute to the negative consequences on using online game have been relatively neglected. The purpose of this study is to explore the impact of perceived risk, intangibility, gender and age (adolescent/adult) difference on online game playing consequences and intentions. Past usage frequency is also made to look into the influence additional purchase intention. A total of 1418 useful questionnaires (including 1018 from public interview and 400 from online questionnaire feedback) were collected for final data analysis. The results demonstrated the important roles that time risk, psychological risk, financial risk, physical intangibility, mental intangibility and generality play on the negative consequences associated with online game playing. The results also indicated that male and adolescent individuals spent much more time on online game and intented to act the entertainment more than females and adults did. Finally, past online game playing frequency was showed to be a positive predictor of future online game playing intention. 相似文献
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手机网络RPG游戏在日益增长,为了尽快将游戏推向市场,可以利用游戏引擎进行快捷的游戏开发。论文基于J2ME的MIDP2.0,探讨了一个实用的手机网络RPG游戏引擎的设计与实现。按照模块化思想,该引擎分为公用模块、媒体处理模块、地图及场景模块、人物及NPC模块、消息处理模块、场景绘制模块和网络传送模块。经过在MotorolaA6288实际使用与模拟运行,游戏运行流畅,完全满足实际使用的要求。 相似文献
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Alexandru Capatina Gianita Bleoju Elisa Rancati Emilie Hoareau 《Behaviour & Information Technology》2018,37(10-11):1008-1020
ABSTRACTThe use of serious games to improve collaborative skill transfer and retention has received considerable attention from scholars, web marketing practitioners and business consultants. Team rankings and learning progress in game learning analytics, however, have yet to be empirically examined. Using fuzzy-set qualitative comparative analysis to study the performance of competing teams in a web marketing serious game (Simbound), we highlight a combination of causal conditions (engagement, reach and profitability) affecting team rankings. This paper proposes a conceptual architecture of the forces that influence learning progress within a collaborative learning environment. This learning environment is studied for web marketing boot camps powered by Simbound at three European universities: Grenoble Alpes University (France), University of Milano-Bicocca (Italy) and Dunarea de Jos University of Galati (Romania). Gaining knowledge of cases through game learning analytics is valuable for two reasons: It emphasises the instructor’s role in mobilising players’ engagement, and it tests variability across cases, offering precursors of team performance rankings. This approach to collective skill retention highlights the moderating factors of team performance rankings, whilst purposely calibrating a gameable learning environment. This paper enriches our knowledge of how active experimentation in learning analytics metrics can develop skills for real business competition. 相似文献
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金萌萌 《数码设计:surface》2012,(5):136-137
网络时代,欧美、日本等国的动漫业都走入了低迷,究其原因是娱乐形式的多样化和信息产业的发展,电子产品、网络比之漫画能够给读者带来更刺激、更直接的感受。在这个大背景下,中国动漫业也越来越赶不上读者的需求。如何应对网络时代的困局?借鉴日本动漫业对营销策略的不断创新与新媒体的应用,为中国漫画的发展提出新的思路。 相似文献