游戏中有大量的奖品。
2016年,美国八年级学生中有十分之一的人每周会拿出40个小时或更多的时间玩电子游戏。
One out of ten American 8th grade students in 2016 spent 40 hours a week or more playing video games.
我就拿电子游戏来举例吧,你们当中有多少人玩电子游戏?
I'll take video games for example. How many of you play video games?
他们之中有的人并不是所谓的“游戏狂”。
因为就个人来说,我想看到游戏中有更多的酷刑以及更好的折磨。
Because personally, I'd like to see games that had more torture - and better torture - in them.
因为就个人来说,我想看到游戏中有更多的酷刑以及更好的折磨。
Because personally, I'd like to see games that had more torture -and better torture -in them.
在每个游戏,每一回合中有10个句子。
游戏很赞,因为其中有玩家的积极参与。
文字的载体已经从木质纸浆悄悄变为像素——其中有台式电脑、手机、笔记本、游戏控制台、电视、广告栏和牌匾。
Words have migrated from wood pulp to pixels on computers, phones, laptops, game consoles, televisions, billboards and tablets.
这些公司中有一家是在加州(California)桑塔·莫妮卡(Santa Monica)的“图像矩阵公司”,它专门为电影或者游戏创作数字面孔。
One such company is Image Metrics in Santa Monica, California, which specialises in creating digital faces for films and games.
因为每次我遇见别人,并与之讨论这点时,我们都会不断地得到,关于该故事的好构想,所以,非常感谢你们的关注,观众中有多少游戏玩家呢?
Because every time I meet people and talk about this we continue to get great ideas for the story So, thank you very much for your attention How many gamers are there in the audience?
但这些角色中有的是受了真实的军人的经历启发,这些军人拥有在阿富汗和其他地方进行特别行动的经验,现在作为顾问进行游戏开发工作。
But some of them are inspired by the careers of real service members, men now working as consultants to the game who have experience in Special Operations in Afghanistan and elsewhere.
斯蒂教授承认他自己因电脑游戏变得心神散乱,他在新书中有理由提出有拖延倾向的人承受着自我冲动的罪恶感。
Prof Steel, who admits to becoming distracted by computer games himself, argues in a new book that those prone to putting things off suffer from a vice of their own - impulsiveness.
一些城市中有许多俱乐部,男孩和女孩可以去那里玩游戏或学手艺。
Some cities have a number of clubs where boys and girls can go to play games or learn crafts.
似乎游戏中有剧情解释一类的设计,但是据我所知还真没人关心过这个剧本——看剧情,意味着晋级下一关的时间要被耽误了。
There is some kind of plot that explains all this, but nobody I know has ever bothered to pay attention to it, because that would delay the arrival of the next level.
其中有一些海獭不能放回野外,它得在水族馆中养着,让它们在水里快速游泳和做游戏来娱乐游客。
The ones that cannot be released are kept in the aquarium and entertain visitors by swimming quickly and playing tricks in the water.
拿视频游戏举例来说,你们中有多少人玩视频游戏?
心理学家兼游戏专家拜伦·里夫斯对此表示赞同:“所有在游戏中有效的心理机制都适用于现实生活。”
Psychologist and games expert Byron Reeves agrees: "There are no psychological mechanisms that work for games that don't work in real life."
在一项针对14岁青少年的研究中,比起不常玩游戏的孩子,那些玩游戏比较频繁的青少年大脑中有个一个更大的“奖赏中心”。
In a study of 14-year-olds, those who played frequently had a larger "reward centre" in their brains than those who played less often.
但是,只要我的回答中有一项是否定答案,我就得约束自己,远离游戏。
But if I answer "no" to even one of these questions, I need to have the discipline to let the gaming go.
克莱格·斯莫尔伍德是美国一位残疾退伍军人,五年中有20,000个小时都泡在网上,沉浸在一个叫做“天堂ii”的线上角色扮演游戏中。
CRAIG SMALLWOOD, a disabled American war veteran, spent more than 20,000 hours over five years playing an online role-playing game called "Lineage II".
第一个创世纪故事中很少有双关语和文字游戏,有几分严肃,第二个故事却充满了这些:,希伯来语中有许多反讽和双关。
The first creation story doesn't really contain puns and wordplays, it's a little bit serious. The second creation story is full of them: there are all sorts of little ironies and puns in the Hebrew.
点阵中有一些方格已经在实验开始时赋予了颜色,来模拟实际中的数独游戏。
A few squares were given color at the start to simulate typical sudoku play.
SuperRewards目前的收入中有75%是从广告获得,另外25%是绕开广告,直接用从游戏点数的销售中获得。
About 75% of Super Rewards' income is currently derived from advertising offers, while the other 25% come from direct sales of in-game points that bypass the advertising solution.
分析师认为导致各Facebook游戏开发商活跃玩家人数下降的原因是多种多样的:其中有季节性因素,春天人们外出的几率比冬天多。
We believe there are multiple factors driving the MAU declines being experienced by every major Facebook game developer. There are seasonal factors, as people go outside more in spring than winter.
如今,从一般的视角看来,3%似乎是一个很小的数字,但这意味着,苹果商店中有接近1500个游戏是使用该软件开发并进行出售的。
Now, in the general scheme of things, 3% May seem like a small number, but that means that nearly 1,500 games have been developed and made it into the App Store using their tool.
如今,从一般的视角看来,3%似乎是一个很小的数字,但这意味着,苹果商店中有接近1500个游戏是使用该软件开发并进行出售的。
Now, in the general scheme of things, 3% May seem like a small number, but that means that nearly 1, 500 games have been developed and made it into the App Store using their tool.
社交游戏领域日益火爆,利润丰厚,本周有报告称游戏公司Zynga(目前最流行的七款社交游戏中有六款来自这家公司)目前市值达 50亿美元 。
A report released this week suggested that the gaming company Zynga, maker of six of the seven most popular social games, is worth over $5 billion.
20 ~24岁间的男性用户中有28%的人会去youtube观看广告,而15 ~19岁的用户中有43%的人观看过来视频游戏中视频片段。
28% of all male users between 20 and 24 go to YouTube to watch commercials, and 43% of all 15 to 19 year old male users watch clips from video games.
20 ~24岁间的男性用户中有28%的人会去youtube观看广告,而15 ~19岁的用户中有43%的人观看过来视频游戏中视频片段。
28% of all male users between 20 and 24 go to YouTube to watch commercials, and 43% of all 15 to 19 year old male users watch clips from video games.
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