【正文】
o 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. DISCUSSION The 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 a formal economy (Bartle 20xx, 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 Inter 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 as real as the physical ones? Mobile phone lifecycle may be 12 years, average consumer products tend to ‘last’ less time than they did 10 years ago. The virtual home, built in AlphaWorld (nowadays ActiveWorlds), that is 20 years old cannot, by any means, be defined as quickly vanishing fad. Actually, it may have lasted longer than many real world houses. Finally, the question of what is the value of ones virtual identity in the online game munity remains a multifaceted problem. Since the perception of value differs greatly from one player to another, there is no concrete solution to the problem. However, through the motivational framework, and by illustrating the role of the game character as main tool to operate in MMOGs, we are able to point out the specific value structures that emerge. If the future business models are able to harness these basic value ponents, there may be room for development in MMOGs. With diversified added value mechanisms and clear option to select ones personal format of investment, the online games could truly bee the cyberspaces and metaverses of tomorrow. 網(wǎng)絡游戲的虛擬經濟解讀 摘要: 大型多人在線游戲產業(yè)作為虛擬領域的一部分,看起來似乎已經逃脫了虛擬世界的邊界。網(wǎng)絡游戲具有競爭性與合作性的內容, EQ 可能比一般的電玩游戲更容易使人上癮。 游戲中“最喜歡和最不喜歡”的因素對比上也有明顯在差異,調查對象都喜歡游戲的社會性內容,但是成年人更傾向于此,未成年人小于成年人 10%左右。同時,此次調查結果頁表明與非北美地區(qū)玩家相比較,北美玩家中包括更多的未成年人玩家,盡管兩個群體在教育水平上存在明顯差異,但是肯定的一點是未成年人玩家中的大部分是未達到上大學的年齡。在游戲偏好角 度的比較上,成年玩家認為他們喜歡游戲的因素主要由于游戲的暴力性如何。 20xx 年 1月 16 日 — 3 月 15 日:根據(jù)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。 第二,按照一定維度對網(wǎng)絡游戲玩家分類,獲得不同維度下不同類型的網(wǎng)絡游戲玩家分類,剖析網(wǎng)絡游戲玩家組成,為網(wǎng)絡游戲玩家研究提供基礎。 進行論文的撰寫和修改。 第四,通過上述的分析,得出網(wǎng)絡游戲玩家的行為特征,以現(xiàn)實案例為基礎,分析網(wǎng)絡游戲玩家行為的影響(對網(wǎng)絡游戲世界的影響及現(xiàn)實生活的影響) ,展望未來網(wǎng)絡游戲發(fā)展方向,并對網(wǎng)絡游戲政策提出建議。 20xx 年 4 月 21 日 — 5 月 1日 : 準備論文答辯。然而索尼空死最近推出了一款不需要信用卡支付游戲的用戶卡的游戲,這一狀況逐漸改善。導致這一結果的原因有這幾個方面:未成年人的時間隨意性大,無需和成年人一樣擔負一些責任,他們在平時玩游戲的時間上更具彈性。 如果做一個兩個群體都在每周花費大量時間歐系的假設,則他們必須犧牲生活中的很多方面,僅僅有 1/15 的玩家表示沒有因為游戲犧牲自己的生活時間。最后,值得我們注意的是, Charlton( 20xx)對電腦沉溺現(xiàn)象做的因子分析表明,非病理性的高度參與與過分沉溺癥之間差別很小。雖然社會上都認為這是純粹的虛擬游樂場,虛擬世界現(xiàn)今有緩慢的演變 —— 至少現(xiàn)在是“半真實資產”。本質、游戲、獎勵的所有構成了潛在的商用應用領域。 盡管如此,演變著的網(wǎng)絡游戲產業(yè)最主要的是世界擁有的科技水平保證的持久性,他們現(xiàn)在沒有限制時間,國產游戲大概的持續(xù)壽命時間約為 5 至 15 年,如果我們國產游戲加入到歐美游戲的服務器中,保證其虛擬財產的時間年復一年,將會是什么結果? 虛擬什么時候變成現(xiàn)實?這條門檻如何跨越?按照什么步驟實行? 最后,虛擬身份在社會里面的地位仍然是一個多方面的內容,因為網(wǎng)絡游戲中每個玩家的價值觀念不同,沒有一個具體的評判標準,因此也沒有解決這個問題的具體辦法。首先,國家政策在網(wǎng)絡游戲產業(yè)上表示重視,并實施監(jiān)管,這也是國家政策扶植與保護網(wǎng)絡游戲產業(yè)的標志之一,從 20xx 年《健康游戲公告》到 20xx 年《關于網(wǎng)絡游戲發(fā)展和管理的若干意見》再到 20xx 年頒布的《網(wǎng)絡 游戲防沉迷系統(tǒng)》,都體現(xiàn)了國家政策的重視程度,《關于網(wǎng)絡游戲發(fā)展和管理的若干意見》是第一份正式的對網(wǎng)絡游戲管理方案,針對網(wǎng)絡游戲的運營、研發(fā)、審批等環(huán)節(jié)進行嚴格監(jiān)管、《網(wǎng)絡游戲防沉迷系統(tǒng)》則是保護未成年人,控制網(wǎng)絡沉迷,為網(wǎng)絡實名制鋪墊道路, 而今,國家體育總局尾巴電子競技運動確立為正式體育比賽項目;其次網(wǎng)絡游戲網(wǎng)民數(shù)量劇增,網(wǎng)絡產業(yè)發(fā)展相對穩(wěn)定,已流行一定的網(wǎng)絡文化,有良好的基礎;再次網(wǎng)絡游戲研發(fā)能力長足進步,自主研發(fā)成為市場主流。電子游戲、電視游戲、電腦游戲的技術平臺整合,將逐漸演變出網(wǎng)絡游戲版本,游戲本身逐漸實現(xiàn)游戲平衡,充分迎合玩家需求,達到游戲市場占有率的提高,游戲玩家滿意且穩(wěn)定,游戲環(huán)境良好,游戲長久運營。 網(wǎng)絡游戲玩家是網(wǎng)絡游戲經濟體系 中的中流砥柱,目前來看,中國網(wǎng)民的數(shù)量正逐年穩(wěn)步上升,而網(wǎng)絡游戲玩家則是網(wǎng)民中比重最大的子單位。 3. 文獻分析法:閱讀大量文獻,獲得一系列關于網(wǎng)絡游戲玩家的觀點并歸納總結,結合自己的看法加以分析,對網(wǎng)絡游戲玩家合理分類。 20xx 年 4 月 21 日 — 5 月 1日 : 準備論文答辯。 20xx 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。 通過對網(wǎng)絡游戲玩家的研究,有利于我們了解網(wǎng)游玩家行為,對國家網(wǎng)絡管制政策提供理論依據(jù),解讀網(wǎng)游玩家行為,有效防止網(wǎng)絡犯罪及網(wǎng)絡成 癮,營造良好的網(wǎng)游環(huán)境,做到健康網(wǎng)絡、文明網(wǎng)絡。符合本科論文文獻綜述的要求。 二、網(wǎng)絡游戲玩家的分類及行為研究 現(xiàn)階段的 網(wǎng)絡游戲玩家體系完善但并不細致,通過文獻的查閱,我發(fā)現(xiàn)現(xiàn)在的玩家分類體系與行為捆綁過大,即一般的分類方法是以行為推斷而來,電子工業(yè)出版社出版《游戲設計概論》中,通過玩家的行為劃分玩家的導向行為,我總結而來其分類是將玩家分為以下幾大類: 社交導向型:玩家在游戲中行為主導并非游戲成長,而是以與其他玩家的交流為主,通常該類型玩家的行為包括好友互動、師徒互動、玩家交易、幫會交流使等。網(wǎng)絡游戲以 inter 為依托,利用網(wǎng)絡通信的 TCP/IP 協(xié)議,達到多人、同時參與這一效果的游戲。此外,適于網(wǎng)絡游戲的服務器合并將使虛擬世界的網(wǎng)絡游戲之間實現(xiàn)相互聯(lián)通。 在這篇文章里,我們通過分析虛擬財產的價值,大型多人在線游戲的演變(除了競