Almost half of all games sold (45 percent) are rated 'e' for Everyone by the Entertainment Software Rating Board; and.
在所有已发售的游戏中,近乎一半(45%)的游戏被娱乐软件分级委员会分为“E ”级,这代表所有人都可以使用。
The video game industry responded, Dyson says, and in a preemptive move created the Entertainment Software rating Board, which generates game ratings such as "e for Everyone."
但是,游戏产业先发制人,Dyson说,创建了娱乐软件分级制度,例如给一些游戏评为E级,代表老少皆宜的游戏。
When people read for entertainment, like news about star families or funny stories, reading paper books or e-books makes no difference.
当人们为了娱乐而阅读,比如明星家庭的新闻或有趣的故事时,阅读纸质书或电子书没有什么区别。
One weakness of this otherwise excellent book is that it tries to apply the theory of the long tail to fields far beyond entertainment and e-commerce.
这本书虽说十分优秀,但也存在不足之处,那就是它试图将“长尾巴”理论应用于远远超出娱乐和电子商务之外的领域。
Toys and entertainment devices such as e-book readers, personalized radio, and connected physical toys.
电子书阅读器、个性化收音机、联网玩具等娱乐产品。
The study also noted that most wireless device activities increased, including financial transactions, dowloading entertainment, and sending or receiving text messages, e-mails, and digital pictures.
该项研究也表明,绝大多数无线活动呈现明显的增长趋势,其中包括金融交易,娱乐节目下载,以及收、发短消息、电子邮件和数码图片等。
It mixes SOHU (i. e. residence and work), small-scaled business and entertainment, is characterized by higher density and smaller-scaled street division.
它混合了SOHU(居住、工作)、小型商业、娱乐等功能,以密度较高、尺度较小的街道划分。
Consumer products company dedicated to entertainment and children's e-learning product development and production.
公司致力于娱乐消费品及儿童电子教育产品的研发和生产。
Availability of entertainment, e. g: games, films, music and magazines.
娱乐的提供,例如:游戏,电影,音乐和杂志。
Besides, you can get easy access to characteristic catering, recreation and entertainment, hotels and E-commerce here around Ruijing commerce Center.
此外瑞景商务苑周边,特色餐饮、休闲娱乐、宾馆酒店、电子商务等一应俱全。
F. Entertainment Value e. g., How much does the performance entertain or delight the audience? Originality and creativity of the presentation, etc.
表演娱乐价值(例如:该表演娱乐观众的程度,表演的原创性和创新性等。)
"e-campus" is a new digitalized place of working, studying, living which set the teaching and learning, management, and entertainment in one.
“数字化校园”则是以校园为背景的集教、学、管理、娱乐为一体的一种新型数字化的工作、学习、生活环境。
Today, E&D's vision is anchored in delivering end-to-end hardware, software and services across different pillars of Connected Entertainment, such as music, video, communication and gaming.
现而今,娱乐设备部正在接二连三的为市场开发娱乐方面的硬件,软件并提供相应服务。这其中包括音乐,视频,通讯与游戏等等。
Today, E&D's vision is anchored in delivering end-to-end hardware, software and services across different pillars of Connected Entertainment, such as music, video, communication and gaming.
现而今,娱乐设备部正在接二连三的为市场开发娱乐方面的硬件,软件并提供相应服务。这其中包括音乐,视频,通讯与游戏等等。
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