这样精美的游戏,却起到了相反的效果,人们经常会防沉迷解除游戏世界。 大致意思英语翻译

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转自AC& & WOW中枪。。。
So, the headlines say somebody else has died due to video game addiction. Yes, it's Korea again.
What the hell? Look, I'm not saying video games are heroin. I totally get that the victims had other shit going on 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 here's the big question: Are some games intentionally designed to keep you compulsively playing, even when you're 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
【外部图片】
If you've ever been addicted to a game or known someone who was, this article is 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-science.net/exclusives/081111_gaming.htm
It's 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。这个人比较厉害,有行为学和脑科学的博士学位。
&Each 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,奖励的集合。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 article does not contain the words &fun& or &enjoyment.& That's not his field. Instead it's &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。
【外部图片】
His theories 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 food 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
【外部图片】
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 What's The Problem?
问题在哪?
Gaming has changed. It used to be that once they sold us a $50 game, they didn't 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 MMO's that need the subject to keep playing--and paying--until the 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, there's 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 and over and over, whether they liked it or not. So game developers turned to Skinner's 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 said Skinnerian game mechanics are a form of &exploitation.& It's not that these games can't be fun. But they're designed to keep gamers subscribing during the periods when it's not fun, locking them into a repetitive slog using Skinner's manipulative system of carefully scheduled rewards.
这个目前在游戏设计方面是一个很大的争论。《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 don't 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 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 sword that doesn't even exist?&) and those people are stupid. If it takes time, effort and skill to obtain an item, that item has value, whether it's 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。
【外部图片】
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。
That's 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 billion industry worldwide.
这就是为什么韩国最高法院规定虚拟货币是可以合法跟金钱兑换的。现在全世界虚拟货币总额高达50亿美元。
There's nothing crazy about it. After all, people pay thousands of dollars for diamonds, even though diamonds do nothing but look pretty. A video game suit of armor looks pretty and protects you from video game orcs. In both cases you're paying for an idea.
这没有什么好值得争议的。毕竟人们还花很多钱去买钻石,尽管我们都知道钻石只是好看点而已。一套装备也很好看而且能保护你不受那些兽人的伤害。这样说来这两样东西都是一样的,你只是花钱买一个概念(idea)而已。
【外部图片】
& && && && && && && && && && && && && && && &生日快乐!这是送你的。
So What's The Problem?
Of course, virtually every game of the last 25 years has included items you can collect in the course of defeating the game--there's nothing new or evil about that. But because gamers regard in-game items as real and valuable on their own, addiction-based games send you running around endlessly collecting them even if they have nothing to do with the game's objective.
问题在哪?
当然了,事实上过去25年里在基本每个游戏都要你收集物品,以便通关。这也没什么特别的。不过由于玩家把游戏里的东西当成自己的财宝一样,所以那些故意让人上瘾的游戏让你无穷无尽的去收集东西,尤其某些东西甚至在游戏里没什么用。
It is very much intentional on the developers' part, an appeal to our natural hoarding and gathering instincts, collecting for the sake of collecting. It works, too, just ask the guy who kept collecting items even while naked boobies sat just feet away. Boobies.
游戏开发者明显故意利用我们贮藏和收集物品的动物本性,让我们永远刷怪刷怪刷怪。 这种方法很见效的,不信你看这儿就有一人,尽管边儿上坐着一个性感尤物却执着刷怪做任务。。
As the article from the Microsoft guy proves, developers know they're using these objects as pellets in a Skinner box. At that point it's all about...
从那篇微软员工写的文章上来看,游戏开发者知道他们设计物品来对待玩家就好比在skinner实验箱给小白鼠奖励一样。这是为了。。。
#3. Making You Press the Lever
让你主动按按钮
So picture the rat in his box. Or, since I'm one of these gamers and don't like to think of myself as a rat, picture an adorable hamster. Maybe he can talk, and is voiced by Chris Rock.
想象一个关在笼子里的一个小白鼠,噢,既然我自己也老玩游戏,当然不愿意承认自己是小白鼠。那就想象是精灵鼠小弟行了吧。
If you want to make him press the lever as fast as possible, how would you do it? Not by giving him a pellet with every press--he'll soon relax, knowing the pellets are there when he needs them. No, the best way is to set up the machine so that it drops the pellets at random intervals of lever pressing. He'll soon start pumping that thing as fast as he can. Experiments prove it.
如果你想让它不停的按按钮,你会怎么做呢?如果你不在它按按钮的时候奖励它食物,它显然就不会再去按了。最牛逼的办法就是设定个程序根据按按钮的次数按照不定的几率的掉落食物,那么它马上就会不停的按按钮。实验证明了这点。
【外部图片】
See? Proof.
They call these &Variable Ratio Rewards& in Skinner land and this is the reason many enemies &drop& valuable items totally at random in WoW. This is addictive in exactly the same way a slot machine is addictive. You can't quit now because the very next one could be a winner. Or the next. Or the next.
这叫“变动的暴率”,这就是为什么在魔兽世界里,怪物掉的东西都是随机的。。这就跟**勾住人是一个意思。&也许再玩一次就大奖呢?=&&也许下一个怪就掉我的装备了呢?&
The Chinese MMO ZT Online has the most devious implementation of this I've ever seen. The game is full of these treasure chests that may or may not contain a random item and to open them, you need a key. How do you get the keys? Why, you buy them with real-world money, of course. Like coins in a slot machine.
在中国,网络游戏《征途》用的方法可谓是世界上最狡猾的。这个游戏满世界都是各种各样随机开出宝物的箱子。你想打开这些箱子,你就得用KEY。怎么获得这些KEY呢?当然花RMB买了,跟**的游戏币一个意思。
【外部图片】
And that's hardly the most ridiculous aspect of the game.
当然那显然不是这样游戏最离谱的地方。
Now, in addition to the gambling element, you have thousands of players in competition with each other, to see who can be the most obsessive about opening the chests. One woman tells of how she spent her entire evening opening chests--over a thousand--to try to win the daily prize.
She didn't. There was always someone else more obsessed.
除了赌博元素外,你跟其他成千上万的玩家还有个排名,互相攀比看看谁开的箱子最多。有个妹子就说她曾经花整个晚上在开箱子--开了1000多个箱子就为了得当日日常奖励。她最后也没有得到,因为总有人比她开的多.
So What's The Problem?
Are you picturing her sitting there, watching her little character in front of the chest, clicking dialogue boxes over and over, watching the same animation over and over, for hour after hour?
问题在哪?
你是不是能到想象那个妹子坐在电脑前,看着她的人物在箱子前,不断开箱子,点对话,看同一个动画效果无数次?
【外部图片】
If you didn't know any better, you'd think she had a crippling mental illness. How could she possibly get from her rational self to that Rain Man-esque compulsion?
如果不懂她在做什么的话,你会以为她有严重的心理疾病 :“她怎么可能从一个好妹子变成了一个窝在家里的宅?”
BF Skinner knew. He called that training process &shaping.& Little rewards, step by step, like links in a chain. In WoW you decide you want the super cool Tier 10 armor. You need five separate pieces. To get the full set, you need more than 400 Frost Emblems, which are earned a couple at a time, from certain enemies. Then you need to upgrade each piece of armor with Marks of Sanctification. Then again with Heroic Marks of Sanctification. To get all that you must re-run repetitive missions and sit, clicking your mouse, for days and days and days. Boobies be damned.
BF Skinner管这种过程叫塑形.用小奖励,一步一步,一环扣一环地把你控制住.
在魔兽世界里,你想要来套T10,首先它有五件,然后你还要至少400个冰霜徽章.
这些冰霜徽章也要花时间在特定的怪物上得到.然后你还需要用&印记&换更好的T10.
所以你又得回去原来的地方继续刷怪,日日夜夜,不停的点着鼠标. Boobies be damned.
Once it gets to that point, can you even call that activity a &game& anymore? It's more like scratching a rash. And it gets worse...
一旦你明白了,你还管这些叫&游戏&吗? 这更像是挠蚊子包,越挠越痒.并且还变的更恶劣了....
#2. Keeping You Pressing It... Forever
让你一直点击鼠标,直到永远.
Now, the big difference between our Skinner box hamster and a real human is that we humans can get our pellets elsewhere. If a game really was just nothing but clicking a box for random rewards, we'd eventually drop it to play some other game. Humans need a long-term goal to keep us going, and the world of addictive gaming has got this down to a science. Techniques include...
小白鼠和人的最大区别在于我们人可以选择别的游戏.如果一个游戏真的只是开箱子随机得物品的话,我们最终就会玩别的去了.人类需要一个长远的目标来坚持继续向前.
让人沉迷的游戏用以下科学方法拴住玩家.
Easing Them In
First, set up the &pellets& so that they come fast at first, and then slower and slower as time goes on. This is why they make it very easy to earn rewards (or level up) in the beginning of an MMO, but then the time and effort between levels increases exponentially. Once the gamer has experienced the rush of leveling up early, the delayed gratification actually increases the pleasure of the later levels. That video game behavior expert at Microsoft found that gamers play more and more frantically as they approach a new level.
由浅入深的吸引玩家.
首先,设计好&食物&让玩家很快聚集过来,然后随时间减慢&食物&的供应速度.这就是为什么MMO一开始都是升级容易,然后需要的付出和时间与等级就按比例的增加了.一旦玩家感觉到升级迅速的快感后,之后减缓的升级速度实际上增加了升级的快感.微软的游戏行为学研究人员发现玩家升的级越高,他们玩的就越狂热.
Eliminating Stopping Points:
The easiest way is to just put save points far apart, or engage the player in long missions (like WoW raids) that, once started, are difficult to get out of without losing progress.
But that can be frustrating for gamers, so you can take the opposite approach of a game like New Super Mario Bros. Wii, where you make the levels really short so it's like eating potato chips. They're so small on their own that it doesn't take much convincing to get the player to grab another one, and soon they've eaten the whole bag.
减少玩家的休息
最简单的方法就是把存档点设置的特别特比远,或者鼓励玩家做一个长线任务(比如WOW的25人本)一旦开始了,就很难主动停止,否则就前功尽弃.
不过肯定有玩家不吃这一套.所以这里有个从另外一个角度做的游戏:WII上的超级马里奥兄弟,游戏中关卡比较的短,给人的感觉就像吃一包薯片一样.吃了一片儿,意犹未尽,又吃一片儿,直到整袋吃完.
【外部图片】
Somewhere in that bag is an angry dinosaur and a kidnapped princess.
这包薯片中藏着库巴和被绑的公主.
By the way, this is the same reason a person who wouldn't normally read a 3,000-word article on the Internet will happily read it if it's split up into list form. Are you ignoring boobies to read this? I've done my job!
顺便说一下这也是为什么一个人不会看一篇一整段3000字的文章,却会读那些分成细小段落的文章的原因.
kaworu翻译 QQ&&
Play It Or Lose It:
This is the real dick move. Why reward the hamster for pressing the lever? Why not simply set it up so that when he fails to press it, we punish him?
Behaviorists call this &avoidance.& They set the cage up so that it gives the animal an electric shock every 30 seconds unless it hits the lever. It learns very very fast to stay on the lever, all the time, hitting it over and over. Forever.
不玩你就输了
这是一个比较操蛋的阴招.为什么因为小白鼠按键就奖励它?为什么不是设计成如果他不按,就惩罚他?
行为学家叫这个&avoidance避免&.他们设计这样的笼子让每隔30秒就给动物一个电击,
除非它按那个按钮。动物也学的非常非常快,永远在按钮旁边,不停的按着按钮,一次又一次。
【外部图片】
&Get back to Excitebike!&
Why is your mom obsessively harvesting her crops in Farmville? Because they wither and rot if she doesn't. In Ultima Online, your house or castle would start to decay if you didn't return to it regularly. In Animal Crossing, the town grows over with weeds and your virtual house becomes infested with cockroaches if you don't log in often enough. It's the crown jewel of game programming douchebaggery--keep the player clicking and clicking and clicking just to avoid losing the stuff they worked so hard to get.
为什么到时间了就要疯了似的收割农作物,因为它会枯萎会腐烂。在《UO》你的房子或者城堡会变旧。在《动物之森》中,在镇子会长满野草,假如不经常登陆的话你的房子会爬进蟑螂。这是操蛋游戏设计史的里程牌设计让玩家不停的玩玩玩而只为了避免失去他们曾非常努力得到的东西
All Of the Above:
Each of those techniques has a downside and to get the ultimate addictive game, you combine as many as possible, along with the &random drop& gambling element mentioned before (count how many of these techniques are in WoW). They get the hamster running back and forth from one lever to another to another.
上述每一个方法都有不足。为了让人沉迷于这个游戏。他们就把这些方法全部结合起来,加上“固定暴率,随机掉落”(算算有多少在魔兽世界里)做成一个游戏。让小白鼠们,一会跑去按这个按钮,一会跑去按那个按钮。
So What's The Problem?
We asked earlier if the item collection via obsessive clicking could be called a &game.& So that raises the question: What is a game?
Well, we humans play games because there is a basic satisfaction in mastering a skill, even if it's a pointless one in terms of our overall life goals. It helps us develop our brains (especially as children) and to test ourselves without serious consequences if we fail. This is why our brains reward us with the sensation we call &fun& when we do it. Hell, even dolphins do it:
问题在哪?
之前我们提出这个问题:强迫性的点击&&&&收集物品 能不能称为一个游戏 那么这引出一个大问题 什么是游戏?
嗯,我们玩游戏是因为我们满足于掌控游戏世界,尽管对我们现实世界没有任何意义。它也能帮助开发我们的大脑(尤其是孩子们),还可以看看自己的能力而且即使失败了也没什么后果。这就是为什么我们的大脑在我们玩游戏时奖励我们一种我们称做“快乐”的感觉。其实海豚也是这样的(;feature=player_embedded)
This is why I haven't included games like
Guitar Hero
in this article. They're addictive, sure, but in a way everybody understands. It's perfectly natural to enjoy getting good at something. Likewise, competitive games like
Modern Warfare 2
are just sports for people who lack athleticism. There' everybody likes to win.
所以我没有谈及像吉他英雄这样的游戏。它们也故意让人上瘾,不过用的路子是大家都明白知道的。我们很自然会想要玩的越来越好。同样地,像使命召唤6这样的游戏只是
面向那些缺乏运动细胞的人的一种体育运动,它遵循一个最简单的规则,人人都想赢。(译者注:使命召唤网战里的升级解锁系统???死后回放????这显然也不是什么好东西。)
But these &hit the lever until you pass out from starvation& gaming elements stray into a different area completely. As others have pointed out, the point is to keep you playing long after you've mastered the skills, long after you've wrung the last real novel experience from it. You can't come up with a definition of &fun& that encompasses the activity of clicking a picture of a treasure chest with your mouse a thousand times.
但那些让你一直”按按钮,直到饿死“的游戏迷失偏离到了另外一种境界。就像其他人指出来的一样,这种游戏的意思就是在你操作NB,完全掌控这个游戏后,还得玩下去。即使体验最后一丁点新鲜事物后还要玩下去。显然点击鼠标获得一张宝物的图片不能用”好玩“来定义把?
This is why some writers blasted Blizzard when WoW introduced a new &achievement& system a couple of years ago. These are rewards tied to performing random pointless tasks, over and over again (such as, fishing until you catch a thousand fish). No new content, no element of practice, or discovery, or mastery was included. Just a virtual treadmill.
这就是为什么一些作家炮轰几年前暴雪”发明“的成就系统。那些成就捆绑着一些毫无意义的任务(比如钓上1000条鱼)。这不是新剧情,不是新游戏元素的实践,或者新的游戏手法。只是一个网络上的脚踏车。(译者注:成就团?成就龙?)
【外部图片】
& && && && & &&如同小白鼠的。。。
Of course, game developers (and various commenters, I'm sure) would correctly point out that nobody is making the players do it. Why would humans voluntarily put themselves in laboratory hamster mode? Well, it's all about...
当然游戏设计师和各种下面回帖的一定准确的指出:没人逼你这么做。为什么人类会自愿的把自己当成小白鼠呢?这是因为。。。
#1. Getting You To Call the Skinner Box Home
让你把Skinner箱当作自己的家
【外部图片】
Do you like your job?
Considering half of you are reading this at work, I'm going to guess no. And that brings us to the one thing that makes gaming addiction--and addiction in general--so incredibly hard to beat.
你喜欢自己的工作么。
考虑到有那么一部分人读这篇文章的时候是在上班的时候,那我猜答案是否定的。
As shocking as this sounds, a whole lot of the &guy who failed all of his classes because he was playing WoW all the time& horror stories are really just about a dude who simply didn't like his classes very much. This was never some dystopian mind control scheme by Blizzard. The games just filled a void.
尽管听起来还是比较震惊的,什么“某人所有课都挂了,就因为一直玩魔兽世界”,其实只是因为这位爷,不喜欢上那些课而已。这跟什么暴雪是**控制着玩家没什么关系,游戏只是填补了他们的空缺而已。。。
Why do so many of us have that void? Because according to everything expert Malcolm Gladwell, to be satisfied with your job you need three things, and I bet most of you don't even have two of them:
Autonomy (that is, you have some say in what you do day to day);
Complexity (so it's not mind-numbing repetition);
Connection Between Effort and Reward (i.e. you actually see the awesome results of your hard work).
为什么我们中有太多人有这个空缺呢?通过Malcolm Gladwell,我们知道任何人满意他的工作需要三件东西,我打赌你们中的大部分人连两件都没有
努力后的回报
【外部图片】
Notice that pants are not necessary for job satisfaction.
Most people, particularly in the young gamer demographics, don't have this in their jobs or in any aspect of their everyday lives. But the most addictive video games are specifically geared to give us all three... or at least the illusion of all three.
多数人,特别是年轻的玩家,在工作中得不到这些甚至是在任何事情中都没有。不过那些最让人上瘾的游戏可是特别地把这三个东西给我们了,或者至少,三个美好的幻象。
You pick your quests, or which Farmville crops to plant. Hell, you even pick your own body, species and talents.
游戏里你可以选择哪些任务做哪些不做,或者开心农场里种自己想种的物种。甚至你可以选择自己的身材,种族,天赋。
Complexity:
Players will do monotonous grinding specifically because it doesn't feel like grinding. Remember the complicated Tier Armor/Frost Emblem dance that kept our gamer clicking earlier.
奇怪的是玩家会去做一些单调的打装备的工作。为什么?因为他们没感觉这是在打装备。比如搞T10的时候要做的那系列复杂的工作,这让玩家心甘情愿去刷。
Connection Between Effort and Reward:
This is the big one. When you level up in WoW a goddamned plume of golden light shoots out of your body.
努力后的回报
这是最重要的,一旦你在魔兽世界升了一级,这时候我操屏幕上就出现一巨大耀眼闪亮光的金光闪瞎你的狗眼。
【外部图片】
This is what most of us don't get in everyday life--quick, tangible rewards. It's less about instant gratification and more about a freaking sense of accomplishment. How much harder would we work at the office if we got this, and could measure our progress toward it? And if the light shot from our crotch?
这些是我们在现实生活中不能直接切实的看到生活给我们的回报。生活给予我们的不是那种即刻的满足,更像是一种长久的成就感。我们要怎样玩命努力工作才能得到这些东西,或者在过程中有东西能衡量我们跟未来的距离吗?我们是要生活给予我们的呢,还是要屏幕上显示出来升级的光芒呢。
The beauty of it is it lets games use the tedium to their advantage. As we discussed elsewhere, there's a &work to earn the right to play& aspect of World of Warcraft, where you grind or &farm& for gold for the right to do the cool stuff later. The tedious nature of the farming actually adds to the sense of accomplishment later. And it also helps squash any sense of guilt you might have had about neglecting school, work or household chores to play the game. After all, you did your chores--the 12 hours you spent farming for gold last Tuesday was less fun than mowing the fucking lawn. Now it's time for fun.
最绝的就是他们让玩家用游戏单调的地方换取游戏有意思的地方。比如那种先得做一系列任务,才能进团队副本的,或者“我就打个点卡钱”。实际上这种无聊的刷怪行为,确实可以增加之后的成就感,并且也帮你把对不学习或不工作的罪恶感挤走。毕竟你花费时间做了点什么。“昨天我花一天的时间打钱,真无聊,还不如归置归置屋子呢。今天我总可以参加G团了吧”
So What's The Problem?
Video game designer Erin Hoffman said it perfectly: &Addiction is not about what you DO, but what you DON'T DO because of the replacement of the addictive behavior.& She was talking about how the attraction of a simple flash game like Bejeweled depends entirely on how badly you want to avoid doing the work you have open in the other window.
问题在哪?
游戏设计师
Erin Hoffman说的很好:“沉迷游戏不是说你愿意做啥,而是你不愿意做什么,你用玩游戏逃避了你不愿意做的事。” 她说一个简单的FLASH游戏
Bejeweled 都可以让人沉迷进去,这是因为你不想工作,你想干别的。
【外部图片】
The terrible truth is that a whole lot of us begged for a Skinner Box we could crawl into, because the real world's system of rewards is so much more slow and cruel than we expected it to be. In that, gaming is no different from other forms of mental escape, from sports fandom to moonshine
事实就是我们很多人都乞求钻进Skinner箱,&&乞求成为小白鼠,&&乞求别人的奖励。因为现实生活给我们的回报真的是太长久了,又太幸苦了。所以,游戏跟看体育,看电影,或者看星星一样就是逃避生活的工具而已。
【外部图片】
海洛因说:我估计注射器里放的是1毫升魔兽世界
The danger lies in the fact that these games have become so incredibly efficient at delivering the sense of accomplishment that people used to get from their education or career. We're not saying gaming will ruin the world, or that gaming addiction will be a scourge on youth the way crack ruined the inner cities in the 90s. But we may wind up with a generation of dudes working at Starbucks when they had the brains and talent for so much more. They're dissatisfied with their lives because they wasted their 20s playing video games, and will escape their dissatisfaction by playing more video games. Rinse, repeat.
危险在于现在游戏设计特别高效向你灌输成就感,比学业或者事业中要大的太多了。我们不是说游戏会毁了这个世界,或者沉迷游戏在年轻人中是一种瘟疫。不过我们以后可能会有一整代的人,在麦当劳在肯德基工作,即便他们有很好的天赋。他们不满意自己的生活因为他们浪费20年的光阴在玩游戏上,然后又逃避现实,逃避自己的“不满意”,去花更多的时间玩游戏。如此往复。
And let' if you think WoW is addictive, wait until you see the games they're making 10 years from now. They're only getting better at what they do.
不过有个事实就是,如果你认为魔兽世界是毒品的话,等十年后你再看,魔兽世界一定会变的不一样。(译者注:最后这段不知如何翻译)
Lv.4, 积分 744, 距离下一级还需 256 积分
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太多了 难得看
艾泽拉斯路边杂志
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Lv.5, 积分 2195, 距离下一级还需 305 积分
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不知道LZ在说什么&&感觉好厉害。。。
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忙碌的人...
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不知道3L说什么~但是觉得碉堡了!
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看了标题。然后直接无视…无聊就回复一下
新人欢迎积分0 阅读权限60积分3275精华0UID5638182帖子金钱12826 威望0
忙碌的人...
Lv.6, 积分 3275, 距离下一级还需 1725 积分
UID5638182帖子威望0 多玩草154 草
看完就知道人家没有黑游戏
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Lv.3, 积分 141, 距离下一级还需 109 积分
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我竟然看完了。。
引起了我的思考。。
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