因为中国的开发者普遍不能很好的抓住这些细微差别的感觉,而这是行为游戏必不可少的要素。
For Chinese developersgenerally are not good at catch the nuanced feeling which is essential to action games.
他们声称有些电脑游戏助长儿童的暴力行为。
They claim that some computer games encourage violent behaviour in young children.
如果流行病学家能介入玩家众多的游戏,他们就可以观看玩家面临不同种类危险时,行为是如何变化的。
If epidemiologists had access to a heavily populated game, they could watch how players' behavior changes in response to variations in the risks they face.
观看暴力电视节目和玩暴力题材电子游戏的数量超过正常水平,很可能导致某些人的暴力行为。
Viewing abnormally large amounts of violent television and video games may well contribute to violent behavior in certain individuals.
越来越多的研究发现,暴力电子游戏会让孩子们在现实世界的人际关系中表现得更具攻击性,从而导致暴力行为的增加。
A growing body of research finds that violent video games can make kids act aggressively in their real-world relationships, causing an increase in violence.
奉献你的时间,陪同智障学员一起游戏和学习,通过自身行为引导智障学员,提升学员的独立能力。
Devote spare time of yours to accompany the amentia students on playing and studying by showing them your behavior to upgrade their stand-alone capability.
积极游戏行为可能为大脑突触连接的生长提供必要的刺激,尤其是在负责运动功能和运动的小脑。
Active play may provide necessary stimulation to the growth of synaptic connections in the brain, especially the cerebellum, which is responsible for motor functioning and movements.
如果流行病学家介入诸如“魔兽世界”这样的玩家众多的游戏,他们会注意到玩家面临危险时,行为是如何变化的。
If epidemiologists had access to a heavily populated game such as "World of Warcraft", they could watch how players' behaviour changes in response to variations in the risks they face.
但是,这是一个有趣的初步研究结果,而且它和许多研究一样都表明,在行为改变方面,电子游戏和社交网站能够产生积极结果。
But it's an interesting preliminary finding and it fits in with a number of studies that indicate that video games and social networking can yield positive results when it comes to changing behaviors.
游戏开发过程:该课程探究制作游戏时所使用的角色、行为、人工制品、和工具等——这同其他软件开发过程非常类似。
The game development process. This course explores the roles, activities, artifacts, and tools used in producing games — which are quite similar to those for any other software development process.
在协作游戏中,昂贵的惩罚是一种有害和自我毁灭的行为。
In cooperation games, costly punishment is a detrimental and self-destructive behavior.
工作与游戏中的许多行为相差并不大。观察屏幕上的信息,立刻对目标进行分辨,单击并拖动所需的东西。
Many activities in games are not very different from work activities. Look at information on a screen, discern immediate objectives, choose what to click and drag.
比如索尼认为通过摄像头理解玩家的情绪将让软件获取他们的潜意识行为,并将游戏变得能够增强体验。
Sony, for one, thinks that reading players' emotions with webcams would let software pick up on their subconscious behaviour and change the game in ways that would enhance the experience.
此假设曾引起一系列的实验,实验通过匹配视频游戏的竞争性、困难度、动作幅度来验证单单视频游戏是不能引起侵犯行为的。
In a series of experiments in which video games were matched on competitiveness, difficulty, and pace of action, researchers found video game violence alone did not elevate aggressive behavior.
我觉得这样的行为应该不包括购物、看电视或玩电子游戏。
I would really suggest that this activity does not include shopping, watching TV or playing video games.
由于多元媒体网络软件和较快网际网路的出现,现在有许多带有行为建立的游戏和广告的网站。
Because of multimedia Web software and faster Internet access, there are now lots of sites that mix habit-forming games with ads.
他们在游戏时的情绪状态更多的决定了游戏中的行为。
Their actions in the game, furthermore, would depend on their emotional state while playing the game.
社交游戏深刻地改变着人们行为的参与度,而且改变剧烈。
许多现代游戏包括非玩家控制角色行为的脚本化和使用执行bytecodes(比如Lua)的语言的其他游戏方面。
Many modern games include scripting of nonplayer-character behaviors and other game aspects using languages that execute bytecodes (such as Lua).
换句话说,他们完全没有意识到她的“行为”与他们在猜猜游戏中刚刚所作的决定有什么有意义的联系;他们没有看到“征兆”。
In other words, they completely failed to see her "behavior" as having any meaningful connection with the decision they had just made on the guessing game; they saw no "signs" there.
在玩游戏之前,你的各种行为都要被记录下来,与玩游戏之后的行为进行比较,来检验你学到的内容。
You'd have to sit and observe all sorts of behaviors before and after using the game for testing.
杜根称,这种游戏机制的关键是要影响顾客的行为,而不是简单地根据客户的品牌创造一个游戏。
The key, according to Duggan, is to influence behavior, not to simply make a game sporting a client's brand.
这是政策制定者所面临的问题,他们尽力将互联网接入带给大众,同时又试图抑制对数字音乐、电影和视频游戏的非法复制行为。
That is the question confronting policy makers as they try to bring Internet access to the masses while seeking to curb illegal copying of digital music, movies and video games.
近来,部分大型游戏被赞誉为精品,因为这些游戏中的道德行为对剧情有着深远影响。
Several of the biggest recent games were praised precisely because the moral ACTS inside them had long-term consequences.
但是,就如我提到的,指导员是培养引导游戏技巧的,而不是去指挥命令游戏行为或者做裁判的。
But, as I mentioned, the coaches work to elicit play skills, not to dictate playground behavior or act as referees.
但是,就如我提到的,指导员是培养引导游戏技巧的,而不是去指挥命令游戏行为或者做裁判的。
But, as I mentioned, the coaches work to elicit play skills, not to dictate playground behavior or act as referees.
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