The importance of fun Homo ludens (游戏之人

2023-06-10 02:10:4416:04 43
声音简介
The importance of fun
Homo ludens (游戏之人)
Why video games will be an enduring success
WHICH WAS THE very first video game? One plausible(貌似可信的) candidate is "Nim", a mathematical(数学上的) game with roots in China. It was played on NIMROD, a computer created by Ferranti, an electronics firm, for the 1951 Festival of Britain. In 1952 Alexander Douglas, a British computer scientist, wrote a version of noughts(零) and crosses(十字) for the pioneering(首创性的) EDSAC computer at the University of Cambridge. Shooting games made their debut with "Spacewar! ", written in 1961 by students at the Massachusetts Institute of Technology for a basic computer called the PDP-1. In the post-war years computing was a brand new(崭新的) technology, but games seem to have been among the first applications that the creators of those early computers thought of. Half a century later they have become the most exciting branch of the entertainment industry。
有趣的重要性
同性恋者
为什么电子游戏将是持久的成功
为什么这是第一个电子游戏?一个可能的候选人是“ Nim”,这是一款源于中国的数学游戏。它在NIMROD上播放,NIMROD是由电子公司Ferranti为1951年英国电影节创作的计算机。 1952年,英国计算机科学家亚历山大·道格拉斯(Alexander Douglas)在剑桥大学为开创性的EDSAC计算机编写了无与伦比的版本。射击游戏首次亮相是由美国麻省理工学院的学生于1961年为一台名为PDP-1的基本计算机编写的“ Spacewar!”。在战后年代,计算是一种崭新的技术,但是游戏似乎已经成为那些早期计算机的创造者所想到的最早的应用程序之一。半个世纪后,它们已成为娱乐行业最令人兴奋的分支。


They are a "killer app" that is helping to drive mobile-phone sales, and a key ingredient(重要因素) in the popularity of social-networking sites. Should other media firms worry that games will take over(占领市场)? The numbers can look ominous(不吉利的). In revenue terms, video games already dwarf(使—变矮) radio. They are twice the size of the music business and by 2015 will be worth more than the newspaper industry. Just before the recession the games industry was growing by 20-25% a year. Things have slowed down(减速) since then, but gaming is still expected to grow by an average of over 8% a year between now and 2015, and is likely to remain the fastest-growing part of the media industry over that period. The history of media technologies suggests that it is rare for any of them to be entirely superseded(被取代) by others。
它们是帮助推动手机销售的“杀手级应用”,并且是社交网站受欢迎程度的关键因素。其他媒体公司是否应该担心游戏会占领市场?数字看起来不祥。就收入而言,视频游戏已经使广播电台相形见war。它们的规模是音乐行业的两倍,到2015年其市值将超过报纸行业。就在衰退之前,游戏产业每年以20-25%的速度增长。从那时起,事情就开始放慢了速度,但是从现在到2015年,游戏仍然有望以每年8%的速度平均增长,并且很可能仍将是这段时期媒体行业增长最快的部分。媒体技术的历史表明,很少有一种技术能完全被他人取代。


Long-playing records(长期录制) did not make live concerts obsolete(废弃). Television did not kill radio. Books still sell in the age of the internet. This is known as "Riepl's law(离普洱定律)", after a German newspaper editor who first noticed the effect in 1913. The chances are that, even if video games overtake books and television (and they are still a long way from doing so), the earlier forms will survive alongside them. That is not to say that they will remain untouched(未被改变). Video games will influence other parts of the entertainment industry and in turn be influenced by them. For example, "The Matrix(黑客帝国)", a film that first appeared in 1999, had two seque

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