麦当劳于3月份推出这款游戏,据迪龙介绍,目前游戏参与者已经达到了180万人。
McDonald's started the game in March, and Ms. Dillon said 1.8 million people are playing it.
除此之外,要求在线游戏参与者实名注册并限制“虚拟货币”的买卖,可能暂时阻碍腾讯前进的脚步。
The new regulations, which among other things require gamers to register with their real names and limit sales of items using "virtual currency, " may slow Tencent's momentum.
第一个游戏参与者说出任意一个单词,接着的参与者必须快速的以这个单词的结尾字母重新开始另一个单词。
The first player says a word, and the next player must quickly say a word that begins with its final letter.
RPG游戏建立了一个类似于虚拟社会的环境和相应的规则,每个游戏参与者都在其中扮演一个角色,彼此互动。
RPG games set up a virtual social environment and the Consistent rules, each game player plays a role, interaction.
简单的游戏原理似乎暗示,潜在的最佳结论必然是,现在缺少一个警察来强迫参与者做规矩之事。
Simple game theory suggests that a sub-optimal result is almost inevitable absent a policeman to bully participants into good behaviour.
游戏结束后,参与者被问到他们愿意和其他玩家中的哪一个再玩一轮。
After the game was over, the participants were asked which of the other players they would be willing to have another round with.
研究结束时,每个参与者玩了300多次3分钟的“太空堡垒”游戏。
By the end of the study, each participant had played over 300 3-minute games of Space Fortress.
如果这些游戏设计者们向我们承诺了一个战斗模拟,为什么他们还要接着限制参与者的角色定位,从而引导行动变成了受限制的电车轨道?
If the game designers are promising a combat simulation, why are they then restricting the role of the participant, thereby channeling activities down restricted tramlines?
他解释说游戏让显意识繁忙,以便研究者接近参与者的潜意识。
He explained that the task kept the conscious mind busy as the researchers assessed the participants' subconscious thoughts.
只在给予部分资料如规格和材质的情况下,由参与者决定要创造的产品(一个有关气候改变的棋类游戏),并且,每个人都要将问题写在卡片上,为产品起名,定商标及市场策略。
Given a few guidelines on size and materials, they decided what to create (a board game about climate change), wrote a deck of question CARDS, and came up with a name, logo, and marketing strategy.
微软一名员工说起这款游戏,“即使没有直接参与过用户接口端的程序开发,但这款尤其激起了每个参与者的主人翁意识。”
Said one employee about the game, "It enabled actual ownership of the product, even if I was not directly involved with the user-interface development."
研究人员将这些参与者与2700多名没有玩任何益智游戏,但用相同时间上网并参与普通知识问答的人作对比。
They were compared to more than 2,700 people who didn’t play any brain games, but spent a similar amount of time surfing the Internet and answering general knowledge questions.
研究人员将这些参与者与2700多名没有玩任何益智游戏,但用相同时间上网并参与普通知识问答的人作对比。
They were compared to more than 2, 700 people who didn’t play any brain games, but spent a similar amount of time surfing the Internet and answering general knowledge questions.
交友成功的男生每隔7分钟左右会交换一次座位,好多过往参与者都纷纷献计,表示中间可以穿插譬如眨眼游戏这样的小活动,并设置奖品及惩罚办法。
Successful men will have to change seats every seven minutes while, at the instigation of former users, activities such as a winking game have been introduced, with prizes and forfeits.
这项研究的后续实验表明,这种反常的现象不是因为人们感觉到无彼的的无能或是难以预测(心理学家发现的在这种游戏中不受欢迎的两种人).于是,研究者们组织了第四个实验.这次,游戏一结束,他们就问参与者一系列问题.这些问题是用来表明他们对无私的玩家的态度的.
So the researchers organised a fourth experiment. This time, once the game was over, they asked the participants a series of questions designed to elucidate their attitudes to the selfless “player”.
“由于参与者在第一场游戏中受到了剥削,这一数量是信任修复的行为度量。”作者在论文中如此解释。
"Because participants were exploited in the first game, this amount is a behavioral measure of trust restoration," the authors explained in their paper.
然后所有参与者玩一个在线视频游戏,他们使用游戏控制,可以跟其他网络玩家一起投球和接球。
All participants then played an online video game in which, using game controls, they could throw a ball and play catch with other Internet players.
这项研究使用了一个游戏,一个经典的实验用于评价参与者对于平等的态度。
The study used a modified version of the dictator game, a classic experiment used to measure attitudes toward fairness.
另外一个试验中,动用了13个小组,研究者考察了在“囚徒困境”的游戏中动物的存在将如何的改变参与者的行为模式。
In the other experiment, which used 13 groups, the researchers explored how the presence of an animal altered players' behaviour in a game known as the prisoner's dilemma.
然而,所有参与者都面临着美军在越战中的同样教训:游戏中最危险的是使命的蜕变。
Yet all these participants confronted the same lesson that the us military learnt in Vietnam: mission creep is the most dangerous of games.
在游戏过程中,参与者在每个小游戏开始时候都会给出一张同伴无表情的脸的照片。
During the game a participant was shown an expressionless photo of a fellow player's face at the start of each game.
第二个研究试图通过检查参与者之前的梦来缩小前一结论的不确定性,同时更多的关注于游戏玩家。
A second study tried to narrow down the uncertainties by examining dreams that participants experienced from the night before, and focused more on gamers.
若你认为你不能够赢得游戏那就不要玩。只有你认为你能比现有的参与者做得更好才能去玩。
Don't play the game if you don't think you can win. Only play the game if you think you can play it better than the current players.
世界对新一代明星诸如流行偶像、演员、游戏节目参与者并非真人将有何反应?
But how would the world react to a whole generation of performers-pop idols, actors, game show contestants-that aren't human?
世界对新一代明星诸如流行偶像、演员、游戏节目参与者并非真人将有何反应?
But how would the world react to a whole generation of performers-pop idols, actors, game show contestants-that aren't human?
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