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畢業(yè)論文手冊從網絡游戲玩家類別探討游戲玩家行為模式序號名 稱數量備注1任務書 1份2外文翻譯 2篇3文獻綜述 1篇4開題報告 1份5中期檢查表 1份6指導記錄 6次7論文(包含封面、聲明、中文摘要關鍵詞、英文摘要關鍵詞、目錄、正文、致謝、參考文獻、附錄等) 1份8指導教師評語表 1份9評閱教師評語表 1份10評審與答辯表 1份11成績表 1張浙江傳媒學院畢業(yè)論文任務書專業(yè) 文化產業(yè)管理 班級 08文化產業(yè)管理一班 學生姓名 張歡 指導教師 關萍萍 一、畢業(yè)論文題目:《從網絡游戲玩家類別探討游戲玩家行為模式》《Behavior Model Study on Online Game Players Classification》 二、主要任務與目標:查閱不少于10篇的相關資料,其中英文文獻不少于5篇,完成文獻綜述、開題報告。進行論文的撰寫和修改。通過所學的知識,尤其是與文化產業(yè)學、消費者行為等相關的知識對網絡游戲玩家進行分類,并從玩家類別中探討網游玩家的行為模式,得出網游玩家的一般特征,了解網游市場需求,為游戲制作提供基礎,為網絡政策制定提供依據。完成不少于2000字的英文文獻翻譯。完成題為《從網絡游戲玩家類別探討游戲玩家行為模式》論文。三、主要內容與基本要求:第一,分析現階段網絡游戲產業(yè)發(fā)展概況,并對網絡游戲玩家范疇進行界定。第二,按照一定維度對網絡游戲玩家分類,獲得不同維度下不同類型的網絡游戲玩家分類,剖析網絡游戲玩家組成,為網絡游戲玩家研究提供基礎。第三,針對不同類型的游戲玩家,分析不同類型游戲玩家的行為模式。這一部分是整個論文的重要部分,承接第二部分的玩家分類,詳細的以分類為導向,分析不同類型網游玩家的行為模式,研究其游戲行為,對比網絡游戲玩家在游戲虛擬世界行為與人類真實個體在社會生活中的行為,試比較網絡游戲虛擬化程度與仿真度。第四,通過上述的分析,得出網絡游戲玩家的行為特征,以現實案例為基礎,分析網絡游戲玩家行為的影響(對網絡游戲世界的影響及現實生活的影響) ,展望未來網絡游戲發(fā)展方向,并對網絡游戲政策提出建議。四、畢業(yè)論文進度安排:2011年11月20日-12月27日:查閱相關文獻資料,明確研究內容,了解研究所需基礎資料。確定方案,完成開題報告答辯。2011年12月27日—2012年1月4日:根據學院有關畢業(yè)論文的格式要求,完成文獻綜述、外文翻譯、開題報告撰寫等工作。2012年1月4日—1月15日:完成論文的初期檢查,上交精確到三級目錄的論文提綱。2012年1月16日—3月15日:根據開題報告和任務書的安排,進行論文的進一步寫作,形成論文初稿。2012年3月2日—3月31日:與導師交流修改論文。2012年4月1日—4月20日:完成并修改畢業(yè)論文。2012年4月21日—5月1日: 準備論文答辯。 五、主要參考文獻:[1]黃石、丁肇臣、[M].北京:清華大學出版社,2008年,3282,216228[2]萬太平、[M]北京:電子工業(yè)出版社,2010年:111126[3]Richard Rouse 著 Design:Theory and Practice 游戲設計——原理與實踐[M]北京:電子工業(yè)出版社2003年:115[4][J].現代傳播,2011年第一期:111115[5]、心理與環(huán)境:以系統思維綜合對待網絡游戲成癮[J].中國青年研究,2006年6月:812[6]劉洋 [J].中國社會科學院研究生院學報,2010年5月第三期:8489[7][J].南京郵電大學學報(社會科學版),2011年6月第13卷第二期:2024[8][J].中國科教創(chuàng)新導刊,2011 :100101[9]Jesper Juul文、玩家、世界:對游戲本質的探討[J].文化藝術研究,2009年5月第2卷第3期:220230[10][J].價值工程 Value Engineering,2011年02期:171172.[11][J].企業(yè)家天地,2010年2月號:2425[12][D]長春:吉林大學,2007年[13][D].北京:對外經濟貿易大學,2006年[14]Distasteful new game pokes fun at immigrants[J]. THE NEW YORK AMSTERDAM NEWS, February 17February 23,2011:14[15]Yimei Hu and Olav Jull S248。rensen. Innovation in virtual networks:evidence from the Chinese onlinegame industry[J].JKIC 3,3:198215[16]Eui Jun Jeong, Doo Hwan Kim, . Social Activities, SelfEfficacy, Game Attitudes,and Game Addiction [J].JEONG AND KIM, Volume 14, Number 4, 2011:213221[17]Main, Brendan, Trent University. I Smash the Body Electric: An Ethic of Digital Impact[J]. Digital Arts and Culture, December 12–15, 2009, Irvine, California, USA.[18]Eladhari, Mirjam P., Gotland University,Mateas, Michael, University of California, Santa Cruz. Rules for Role Play in Virtual Game Worlds Case Study: The Pataphysic Institute[J]. Digital Arts and Culture 2009,20091212指導教師 年 月 日 系 主 任 年 月 日 分管院長 年 月 日本科畢業(yè)論文外文翻譯論文題目:從網絡游戲玩家類別探討游戲玩家行為模式Behavior Model Study on Online Game Players Classification 學 生 姓 名: 張 歡 學 號: 080905107 二級學院名稱: 管理學院 專 業(yè): 文化產業(yè)管理 指 導 教 師: 關萍萍 職 稱: 講 師 填表日期: 2011 年12 月23日浙 江 傳 媒 學 院 教 務 處 制Online puter gaming: a parison of adolescent andadult gamers. Griffiths*, Mark . Davies, Darren ChappellJournal of Adolescence 27(2004)8796AbstractDespite the growing popularity of online game playing, there have been no surveys paring adolescent and adult e, an online questionnaire survey was used to examine various factors of online puter game players (n=540) who played the most popular online game survey examined basic demographic information, playing frequency (. amount of time spent playing the game a week), playing history (. how long they had been playing the game, who they played the game with,whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters,and significantly more likely to sacrifice their education or relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was also showed that in general, the younger the player,the longer they spent each week playing.DiscussionAlthough the number of variables examined was limited, the study did provide some interesting number of adolescents who play Everquest is predictable given that the game itself is geared towards the older order to play the game, players have to pay a subscription (traditionally by credit card).The fact that most adolescents do not have a credit card would explain the lower numbers who played the , this may change as Sony has introduced a game card that enables players who cannot have a credit card to play the game (similar to a mobile phone top up card).There were significantly more males among the adolescent group although males were predictably predominant in both may be in part due to the extensive violence within the game (. a player has to fight to level). In addition,the Everquest packaging always has a female character on it (which is more likely to appeal to males).Given that Everquest first started in the US, uses US terminology, and there is a predominance of US servers worldwide (over 80%), it was perhaps unsurprising that the nationality of players in both groups were predominantly North , the results did reveal that there were significantly more adolescents in the North American sample pared to the rest of the world (% versus %). Although there are significant differences between the two groups in terms of educational level, they are entirely selfevident given that many of the adolescents are not old enough to be at , other sociodemographic variables such as marital statusand occupation produced