游戏者用游戏杆之类的触觉设备玩游戏。
Players use a haptic device such as a joystick to control the game.
游戏者绝不是机器里由他人控制的齿轮。
Players are not cogs in a machine that is controlled by someone else.
你也可以看到另一个游戏者暴露出来的牌。
让在虚拟中获胜的游戏者经历一场真正的改变。
Give players who win the virtual game a chance to get involved in real change.
同时,令一些研究员更为感兴趣的是为什么游戏者如此沉迷。
Meanwhile, a few researchers were more interested in understanding why players were becoming so absorbed and focused.
玩游戏者也比常人有更好的注意力广度和信息处理技巧。
Gamers also have better attention spans and information-processing skills than the average Joe has.
尽管最近在索马里受挫,但厄仍希望声称其成为区域游戏者的要求。
Despite its recent setback in Somalia, it still wants to assert its claim to be a regional player.
根据试玩游戏者的评价,它似乎也面临着我之前提到的同样的问题。
Perusing the game's reviews, it seems to suffer from the same problems that I mentioned above (that said, I still want to try it for myself).
参与的游戏者需要记住开展日常的工作,其目的在于揭示前瞻记忆的问题。
The game involves participants remembering to carry out daily tasks and is designed to reveal prospective memory problems.
发现清醒梦境很普遍,但是游戏者从来没有控制其梦境本身以外东西的梦。
It found that lucid dreams were common, but that the gamers never had dream control over anything beyond their dream selves.
游戏A中,游戏者掷一个不均衡的硬币,在每一轮下注,并且赢的概率低于一半。
In game a, a player tosses a single loaded coin and bets on each throw. The probability of winning is less than half.
那些好的游戏者明白骰子投出来的结果好坏各半,您不会浪费掷出来的好点数,对吧?
All good gamers are aware that dice have good and bad rolls in them; you wouldn't want to waste the really good rolls on the small dice, right?
游戏B需要两个硬币,规则更复杂一些。游戏者或者掷硬币1,或者掷硬币2。
In game B, there are two COINS and the rules are more complicated.
当以这种暗示方式灌输时,这15%的人会扣除比其他游戏者平均所扣除的金额多约两倍。
When primed in this way, this group deducted roughly three times as many points on average as other players.
分享经验与战略的过程帮助巩固了学习经历—而且在某种程度上连接了游戏者,这是前所未有的。
That sharing tactics and strategies help cement the learning experience — and connect players to each other in ways that haven’t been done before.
分享经验与战略的过程帮助巩固了学习经历—而且在某种程度上连接了游戏者,这是前所未有的。
That sharing tactics and strategies help cement the learning experience - and connect players to each other in ways that haven't been done before.
而那些靠玩家有益的行为得分的游戏是否也对游戏者有影响,这一块儿人们甚少探究。
And what is less examined is whether those that reward more constructive behaviour also have lingering impacts.
5个得分最高的游戏者从未使用昂贵的惩罚,而获得最低得分的游戏者则倾向于频繁使用惩罚手段。
The five top-ranked players never used costly punishment, while players who earned the lowest payoffs tended to punish most often.
一些知名游戏公司正在探索这项技术的应用,像产生游戏者房间的3d图像,从而它能容纳到游戏中。
Some well-known games firms are exploring possible USES of the technology, for example to generate a 3d map of a player's room so that it can be incorporated into the game.
两个不同的游戏者通常被称作马克思(MAX,即最大,译者注)和米恩(Min,即最小,译者注)。
The two different players are usually refered to as Max and Min (these strange names will be explained shortly).
最后打击一下你认为游戏者都受排斥的观念:一个研究发现玩游戏的白领专业人员要更自信和有社交能力。
And strike your notions of gamers as outcasts: one researcher found that white-collar professionals who play video games are more confident and social.
另一个研究揭示了当游戏者玩第一人称射击游戏时,大脑活动的模式与攻击行为发生时是一致的。
Another study revealed that gamers had patterns of brain activity consistent with aggression while playing first — person shooter games.
一种儿童游戏,游戏者将一小物体投入画在地上并标有数字的矩形格子内,然后单足或双足跳过格子去取回物体。
A children's game in which players toss a small object into the numbered Spaces of a pattern of rectangles outlined on the ground and then hop or jump through the Spaces to retrieve the object.
通过勤奋的努力,游戏者将可以看到他们的“大脑年龄”骤降,比如从反应迟缓的60岁降到反应敏锐的30岁。
After diligent effort, players routinely see their "brain age" plummet from, say, a sluggish 60 to a taut 30.
通过勤奋的努力,游戏者将可以看到他们的“大脑年龄”骤降,比如从反应迟缓的60岁降到反应敏锐的30岁。
After diligent effort, players routinely see their "brain age" plummet from, say, a sluggish 60 to a taut 30.
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