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從網(wǎng)絡(luò)游戲玩家類別探討游戲玩家行為模式畢業(yè)論文-全文預(yù)覽

  

【正文】 年5月第2卷第3期:220230[10][J].價(jià)值工程 Value Engineering,2011年02期:171172.[11][J].企業(yè)家天地,2010年2月號(hào):2425[12][D]長(zhǎng)春:吉林大學(xué),2007年[13][D].北京:對(duì)外經(jīng)濟(jì)貿(mào)易大學(xué),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。2012年1月16日—3月15日:根據(jù)開題報(bào)告和任務(wù)書的安排,進(jìn)行論文的進(jìn)一步寫作,形成論文初稿。四、研究的總體安排與進(jìn)度: 2011年11月20日-12月27日:查閱相關(guān)文獻(xiàn)資料,明確研究?jī)?nèi)容,了解研究所需基礎(chǔ)資料。二、研究的基本內(nèi)容與擬解決的主要問(wèn)題:本文將通過(guò)文化產(chǎn)業(yè)學(xué)、消費(fèi)者行為學(xué)、游戲理論的相關(guān)原理對(duì)網(wǎng)絡(luò)游戲市場(chǎng)的重要組成部分——網(wǎng)絡(luò)游戲玩家進(jìn)行研究,分為以下幾個(gè)部分:第一部分分析網(wǎng)絡(luò)游戲產(chǎn)業(yè)概況、網(wǎng)絡(luò)游戲玩家的定義及范疇;第二部分對(duì)網(wǎng)絡(luò)游戲玩家按不同的分類方法進(jìn)行分類研究;第三部分對(duì)網(wǎng)絡(luò)游戲玩家的游戲行為進(jìn)行研究,對(duì)比虛擬世界的玩家行為與人的社會(huì)行為;第四部分分析網(wǎng)絡(luò)游戲玩家行為的影響,即現(xiàn)階段網(wǎng)絡(luò)游戲產(chǎn)業(yè)中網(wǎng)絡(luò)游戲開發(fā)商與網(wǎng)絡(luò)游戲玩家的博弈行為; 第五部分總結(jié)網(wǎng)絡(luò)游戲玩家的特征,并以網(wǎng)絡(luò)游戲玩家的角度展望未來(lái)網(wǎng)絡(luò)游戲產(chǎn)業(yè)發(fā)展。網(wǎng)絡(luò)游戲玩家數(shù)量眾多,組成相對(duì)混亂,從年齡跨度到職業(yè)跨度,網(wǎng)游玩家涵蓋多個(gè)職業(yè)幾乎全部年齡段(網(wǎng)民范疇內(nèi),除幼兒及部分少兒),復(fù)雜的組成也就代表著多樣的玩家行為,網(wǎng)絡(luò)游戲中世界觀的不斷貼近現(xiàn)實(shí),虛擬化的網(wǎng)絡(luò)游戲也逐步體現(xiàn)出真實(shí)社會(huì)行為的寫照來(lái),即網(wǎng)游社會(huì)與現(xiàn)實(shí)社會(huì)的差距越來(lái)越近,對(duì)網(wǎng)絡(luò)游戲中網(wǎng)游玩家的研究也類似于社會(huì)中人的研究。 指導(dǎo)教師(簽名) 年 月 日 畢業(yè)論文開題報(bào)告論文題目:從網(wǎng)絡(luò)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(xué) 生 姓 名: 張 歡 學(xué) 號(hào): 080905107 二級(jí)學(xué)院名稱: 管理學(xué)院 專 業(yè): 文化產(chǎn)業(yè)管理 指 導(dǎo) 教 師: 關(guān)萍萍 職 稱: 講 師 填表日期: 2011 年12 月23日浙 江 傳 媒 學(xué) 院 教 務(wù) 處 制 一、選題的背景與意義:選題背景:隨著互聯(lián)網(wǎng)技術(shù)與電腦科技的逐步提高,網(wǎng)絡(luò)游戲現(xiàn)已經(jīng)成為休閑娛樂(lè)產(chǎn)業(yè)不可或缺的一部分,以盛大、網(wǎng)易、騰訊為主的一線網(wǎng)絡(luò)游戲運(yùn)營(yíng)公司到其他如巨人、完美時(shí)空、世紀(jì)天成等積極研發(fā)各類型網(wǎng)絡(luò)游戲娛樂(lè)產(chǎn)品、拓展國(guó)內(nèi)外游戲市場(chǎng)、搶占用戶群體,極大促進(jìn)了中國(guó)網(wǎng)絡(luò)產(chǎn)業(yè)的發(fā)展。游戲市場(chǎng):游戲政策只能規(guī)范化,通過(guò)對(duì)網(wǎng)絡(luò)游戲玩家的行為把握,營(yíng)造游戲合理、合法運(yùn)營(yíng),在網(wǎng)絡(luò)游戲上實(shí)現(xiàn)環(huán)境健康發(fā)展,玩家的游戲過(guò)程十分順暢,休閑娛樂(lè)效果好,實(shí)現(xiàn)網(wǎng)絡(luò)游戲?qū)嵜疲种凭W(wǎng)絡(luò)游戲過(guò)分沉迷。玩家的語(yǔ)言交流為:“你好,我能和你一起體驗(yàn)游戲嗎?或我的家族龐大,擁有極大的資源,請(qǐng)問(wèn)能與貴幫結(jié)盟嗎?或大哥!我還很弱小,收我為徒弟吧!”等探索導(dǎo)向型:玩家的游戲中行為主導(dǎo)并非游戲成長(zhǎng)與相互交流,以獨(dú)行俠或小團(tuán)體出現(xiàn),以與游戲地貌、游戲環(huán)境、游戲內(nèi)容探索為主,經(jīng)常欣賞游戲美術(shù)、探尋游戲秘籍、發(fā)現(xiàn)游戲BUG(即游戲中的錯(cuò)誤),這一類行為玩家經(jīng)常會(huì)說(shuō):“哈哈,那個(gè)峽谷里面有一個(gè)地方有一只骷髏!或這個(gè)地方好美?。』蛟谶@個(gè)地方反復(fù)揮刀,能進(jìn)入地圖BUG里面!等”暴力導(dǎo)向型:玩家的游戲中行為主導(dǎo)以個(gè)人或團(tuán)隊(duì)成長(zhǎng)為主,個(gè)人團(tuán)隊(duì)及其追求裝備金錢等,在乎與他人競(jìng)技的結(jié)果,以在PK中擊倒對(duì)方為榮,經(jīng)常進(jìn)行殺怪等不厭其煩的個(gè)人成長(zhǎng)過(guò)程,玩家經(jīng)常在游戲中欺負(fù)他人或挑戰(zhàn)他人,經(jīng)常說(shuō):“哈哈,去死!去死!或小菜鳥!不服再來(lái)??!或你等著,我會(huì)回來(lái)報(bào)仇的!”在我看來(lái),這種分類方法準(zhǔn)確,但是局限在游戲中,單單從游戲中的行為進(jìn)行玩家分類立足于游戲本身,缺乏現(xiàn)實(shí)意義,研究游戲理論尚可,但是對(duì)玩家本身的社會(huì)行為、現(xiàn)實(shí)生活的玩家回歸不是準(zhǔn)備,為了通過(guò)對(duì)網(wǎng)絡(luò)游戲玩家的研究,達(dá)到游戲玩家與社會(huì)中人的行為的對(duì)比,并為現(xiàn)今的網(wǎng)絡(luò)游戲運(yùn)營(yíng)商提供消費(fèi)者行為分析、為當(dāng)下網(wǎng)絡(luò)游戲相關(guān)政策的制定提供幫助,因此,我認(rèn)為通過(guò)一定維度分類玩家,并推導(dǎo)其網(wǎng)絡(luò)游戲中的游戲行為時(shí)一種研究玩家本身的研究方法,立足玩家角度,而非游戲角度。當(dāng)然,現(xiàn)階段的產(chǎn)業(yè)發(fā)展也存在一些問(wèn)題,孫歡(吉林大學(xué))認(rèn)為,與國(guó)外成熟的網(wǎng)絡(luò)游戲產(chǎn)業(yè)運(yùn)營(yíng)相比,我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)形成晚,行業(yè)標(biāo)準(zhǔn)缺乏、產(chǎn)品同質(zhì)化嚴(yán)重。網(wǎng)絡(luò)游戲產(chǎn)業(yè)相關(guān)性極大,網(wǎng)絡(luò)游戲產(chǎn)業(yè)內(nèi)部由網(wǎng)絡(luò)游戲運(yùn)營(yíng)商、網(wǎng)絡(luò)游戲玩家、網(wǎng)絡(luò)服務(wù)供應(yīng)商等構(gòu)成,相關(guān)聯(lián)動(dòng)產(chǎn)業(yè)包括計(jì)算機(jī)(硬件及軟件)、媒體出版、衍生商品產(chǎn)業(yè)等,加之現(xiàn)如今網(wǎng)絡(luò)科技的迅速發(fā)展,引起網(wǎng)絡(luò)游戲產(chǎn)業(yè)一場(chǎng)新的“游戲革命”,所以,對(duì)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的研究是十分重要的,眾多學(xué)者加入到對(duì)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的研究中來(lái)。但通過(guò)對(duì)游戲角色作用的說(shuō)明,制定游戲評(píng)定框架,就能指出具體的評(píng)判標(biāo)準(zhǔn),用這些基本的元素構(gòu)成未來(lái)的網(wǎng)絡(luò)游戲商業(yè)模式,多元化的增值機(jī)制、明確的選擇,在線游戲則可以成為健康快速發(fā)展。“虛擬”是計(jì)算機(jī)系統(tǒng)框架內(nèi)的說(shuō)法,但已經(jīng)交叉在真實(shí)的世界中。這一點(diǎn)體現(xiàn)不應(yīng)更嚴(yán)格控制游戲玩家,相反可以現(xiàn)有基于預(yù)訂的商業(yè)模式,面向事務(wù)的機(jī)制,提供為用戶創(chuàng)建的內(nèi)容和業(yè)務(wù)的方式。此外,我們劃定玩家動(dòng)機(jī)就能研究出數(shù)據(jù)代表的不同方面,從這一領(lǐng)域來(lái)研究、探討主題,將有助于我們研究業(yè)務(wù)領(lǐng)域的影響。有很多的例子為例可以說(shuō)明虛擬世界轉(zhuǎn)變的交叉和真實(shí)。 BBC News 2005) are just but a few occurrences of future trends in economy. From the business pointofview, these examples are far from the domain of ‘playgrounds for kids’. The money involved is real money and these people make a living out in the cyberspace.In this article we discuss the evolution of MMOGs by analysing the value of virtual assets in thesenonphysical realms. Since the central role of game characters as virtual asset ‘warehouses’ is the key,we align our approach to characteroriented study. We tackle the question of what is the value of ones virtual identity in the online game munity. Furthermore, we delineate the motivation ponents of play, in relation to the perceived net worth of different aspects of character value. We approach the topic from the field of game studies, but we focus on the implications that would contribute to the field of business. Before venturing into the intricacies of virtual assets, it is necessary to offer a rationale behind the evolution and success of MMOGs. We will start by defining the concept of MMOGs by outlining the most distinctive characteristics of these virtual worlds.DISCUSSIONThe aforementioned cases provide some practical implications to the field of business the roadmap from existing MMOG to a future business platform is not always clear, there are several key areas that could be harnessed. In essence, all the motivational ponents of play, form potential areas for mercial applications. This, however, should not result the players being charged more rigorously. Instead, the existing subscriptionbased business model, could be replaced with transactionoriented mechanisms that offer ways for usercreated content – and business. Second Life is a living example of valueadding procedures and virtual asset transaction.The initial argument states that the more persistent the virtual world is, the greater the need for aformal economy (Bartle 2003, 299). This, however, is not the only approach in contemporary spinoff businesses (., auctions, gold farming, powerlevelling, etc.) all add to the original economy model of the MMOGs. In addition, the concept of MMOG aggregators that integrate several different virtual worlds would make it possible to achieve true interconnectivity between the virtual is not bound within the frames of formal puter systems. The crossover to the real world has e to stay.In their own field, MMOGs are rapidly advancing our shift towards game society. Basic ICT and Internet skills will not be enough since people need to master games and playing. Furthermore, people may need to master the business models and structures of virtual economies with all the ripple effects to and from our real economies. The secondary markets with trading of virtual assets outside the MMOGs, and the novel but difficult to harness value chains provide interesting challenges for both researchers and practitioners.Still, perhaps the strongest implication of the evolution of MMOGs might be the level of persistency these worlds possess. They currently do have a limited, yet substantial in duration, life span of 515 years. What will be the oute if we truly have MMOG aggregators and systems that can keep your virtual property current year after year? When will the virtual bee nonvirtual? What is the threshold that needs to be crossed in order for us to start thinking these artefacts a
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