学习即游戏,通过多媒体教学软件和感统训练相结合的教育体系进行游戏化、个性化学习。
Game information technical education: Conduct game and personal learning through multimedia teaching software and sensory integration training.
在本系列的下一篇(即最后一篇)文章中,我将回顾整个过程,并描述如何将游戏环境投入运营。
In the next (and last) installment in this series, I'll recap the entire process and describe how to put the game environment to work.
然而,她的中心思想很有意思并值得重视,即:游戏中的经验教训影响现实世界,反之亦然。
Still, her central idea—that games hold lessons for the real world as well as vice versa—is interesting, and worth taking seriously.
这款游戏叫做1378公里,这是柏林墙的长度(即856英里)。
The game is called 1378 km, after the length the wall covered while it stood (856 miles).
然而,进行这些工作的软件往往都是独有的,即每一个游戏都要求运行在自己的客户端和服务器软件下。
The software that does this, however, is proprietary: each game requires its own client and server software.
11年后,即2010年,智乐的游戏下载量达到1.5亿次——每天超过40万次。
Eleven years later, 150 million Gameloft games were downloaded in 2010-more than 400, 000 per day.
这是Ostrom贡献的地方游戏的规则,即通过其在地区发现的正式模型,又随后验证了她的模型。
This is the province of game theory, to which Ms Ostrom has contributed, both through formal modelling of what she found in the field and subsequent laboratory tests of her models.
但是与电影不同,游戏行业还在分类法中增加了一个新的维,即区分玩游戏的方式以及游戏是否可以由多个玩家同时参与。
But unlike movies, the games industry has added a new dimension to its genre classifications by classifying how a game is played and whether it can be played with more than one player.
从1999年初索尼公司宣布其第二代家庭视频游戏机即“玩家2”面市的那一刻起,就很清楚,“玩家2”将不仅仅是玩具。
From the moment in early 1999 when Sony announced its second-generation home video game console, the Play-Station 2, it was clear this would no mere plaything.
一般情况下,玩家社区划分进一个游戏世界的多个拷贝,即战场、赛道等的实例。
In general, player communities are split into copies of a game world or instances of a battlefield, racetrack, and so on.
一些美国民众的工资缩水了,工作的机会也消失了,曾经自豪的男男女女感觉游戏的规则在中途即发生改变了,我听到了他们的沮丧。
I've heard it in the frustrations of Americans who've seen their paychecks dwindle or their jobs disappear — proud men and women who feel like the rules have been changed in the middle of the game.
现在这个图片已经在电脑游戏博客和站点间被多次展示,令读者们觉得即新奇,又好玩。
The image has been circling on computer game blogs and websites for several days, provoking both mirth and astonishment.
后来,我认识到了这个游戏的本质意义,那就是交际的力量,即结交朋友的重要性。
Later, I learned this game, that is the essential significance of communication force, namely the importance of making friends.
Kaos还希望解决超现实射击游戏的某些危机,即缺乏明确的目的。
Kaos also wants to resolve a certain crisis of the hyper-realistic shooter, its lack of apparent purpose.
这个系统有一点非常好,即其设计成能够很容易进行扩展——这点对于一个会有经由补丁和资料片提供很长的生命周期的游戏来说非常重要。
One nice thing about the system is that it's also designed to be easily expandable - an important consideration when building a game likely to have a long lifespan through patches and expansions.
如果得不到重视,宠物会变得饥饿,甚至有可能死亡——或者用儿童用语来讲,即喂养者的“游戏到此结束”。
Neglected pets go hungry and pretty much die—or, in more kid-friendly parlance, produce a "game over" for their keepers.
在涉及的问题方面,我们要着重探讨您所面临的困难,进行行业分析,确定竞争定位,更重要的是要讨论“终极游戏”,即贵企业的总体目标。
Amongst other things we will explore your key frustrations, an industry analysis, your competitive positioning and most importantly the "end game" i. e. the overall objective of your business.
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).
SeanPlott(即著名选手Day[9])曾经是一名电竞选手,现在改行做了解说员。他表示随着赞助商的加入,电子竞技会有更多的资金来源,也会鼓励电脑游戏的玩家将电子竞技作为自己的职业。
With sponsorship comes the money necessary to attract players to pursue computer gaming as a career, says Sean Plott (better known as “Day[9]”), an American player-turned-commentator.
意大利裁判挥手离去让来自墨西哥选手抗议阿根廷的第一个目标,即开始对游戏运行的前锋特维斯,显然越位。
The Italian referee waved away protests from Mexican players after allowing Argentina's first goal, which came against the run of play, with striker Carlos Tevez clearly offside.
但是,糖原供给仅占游戏的一半,另一半是您的燃料能耗,即您的配速。
But glycogen supplies are only half the game. The other half is your fuel efficiency, AKA your marathon pace.
网络艺术已日渐形成自己的后审美范式,即虚拟现实的符号审美、在线交互的活性审美和游戏世界的快乐审美。
The network art has formed gradually its own aesthetic paradigm, which is the symbol aesthetics of virtual reality, interactive aesthetics online and pleasant aesthetics of the game world.
从博弈的构成要素分析运作规范的中介机构问题有四个要素,即博弈双方、游戏规划、裁判、观众。
From the perspective of game theory, medium organization is generally supposed to have four components: participants, rules, arbitrator and audience.
从博弈的构成要素分析运作规范的中介机构问题有四个要素,即博弈双方、游戏规划、裁判、观众。
From the perspective of game theory, medium organization is generally supposed to have four components: participants, rules, arbitrator and audience.
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