在游戏的过程中,对受访青少年影响最为重要的情感是成就感。4、研究发现网吧场所对网络游戏行为有着重要的影响。
Fulfillment is the most important emotion In the course of game. 4 This paper discovers that the place of cyberbars play an important role which influence behavior of young player of internet game.
网络游戏企业应当坚持社会效益优先,保护未成年人优先,规范自身的市场经营行为,为网络游戏用户提供健康、绿色的网络游戏产品和服务。
Online game companies should prioritize social benefits and the protection of minors, and regulate its own deeds to provide users with healthy and green online games and services.
例如,护身符是一个网络游戏,让孩子们在网站上追踪妖精的各种冒险行为,蜂蜜坚果麦片公司让孩子们用吉祥物buzzbee创建一个连环漫画。
For instance, Lucky Charms has a game on their website that lets kids track Lucky the Leprechaun's various adventures, and Honey Nut Cheerios lets kids create a comic strip with the mascot BuzzBee.
网络游戏虚拟财产是指在网络游戏中,玩家通过游戏行为积累的寄存在特定服务器上的数字化非物质财产。
The fictitious property in the net games refers to a type of digitalized property which has property value and has not material character, accumulated by game players in the net games.
另一方面,若沉迷于网络游戏则会对未成年人的道德认知、道德意志、道德行为、人际交往以及生活方式等产生极大地负面影响。
If you indulge in network game, on the other hand, will be for minors moral cognition, moral will and moral behavior, interpersonal greatly negative influence as well as the way of life and so on.
本文尝试从玩家角度研究网络游戏消费者行为。
This paper tries to study online-game customer behavior in view of the players.
第三部分以动漫和网络游戏为代表,运用格雷马斯方阵及其他理论工具,并结合实际消费者调查和企业访谈,对消费行为进行分析。
In the third part, the paper uses animation and online games as the representative to analyze consumer behavior with the Graemes' Structuralism Lineup and the consumer survey.
同样是暴力性的游戏,非网络游戏比网络游戏引发更多的攻击行为。
Similarly is the violence game, the non-network game initiates the more aggressive behaviors compared to the network game.
网络游戏暴力行为的形成机制趋向复杂化。
The cause of net-game-violence activity become more complex.
摘要角色扮演和人际互动是玩家在网络游戏中的重要社会行为。
Abstract: Role playing and interpersonal interactions are important social activities in online games.
网络游戏商品化的运行模式和电子化参与方式导致了对玩家在游戏方式、交往行为、人格心理和消费习惯的异化。
Network game's commercial running pattern and electronic participation will result in some dissimilation to players' game action, intercourse behavior, personal mentality and consumed habit.
但对经营网络游戏是否应被视为网络出版行为一直有争议。
However, there has always been debate on whether the operation of online games is considered a form of Internet publication.
但对经营网络游戏是否应被视为网络出版行为一直有争议。
However, there has always been debate on whether the operation of online games is considered a form of Internet publication.
应用推荐