【正文】
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 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(luò)游戲的虛擬經(jīng)濟(jì)解讀摘要:大型多人在線(xiàn)游戲產(chǎn)業(yè)作為虛擬領(lǐng)域的一部分,看起來(lái)似乎已經(jīng)逃脫了虛擬世界的邊界。網(wǎng)絡(luò)游戲具有競(jìng)爭(zhēng)性與合作性的內(nèi)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(duì)比上也有明顯在差異,調(diào)查對(duì)象都喜歡游戲的社會(huì)性?xún)?nèi)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(shí),此次調(diào)查結(jié)果頁(yè)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(gè)群體在教育水平上存在明顯差異,但是肯定的一點(diǎn)是未成年人玩家中的大部分是未達(dá)到上大學(xué)的年齡。在游戲偏好角度的比較上,成年玩家認(rèn)為他們喜歡游戲的因素主要由于游戲的暴力性如何。2012年1月16日—3月15日:根據(jù)開(kāi)題報(bào)告和任務(wù)書(shū)的安排,進(jìn)行論文的進(jìn)一步寫(xiě)作,形成論文初稿。第二,按照一定維度對(duì)網(wǎng)絡(luò)游戲玩家分類(lèi),獲得不同維度下不同類(lèi)型的網(wǎng)絡(luò)游戲玩家分類(lèi),剖析網(wǎng)絡(luò)游戲玩家組成,為網(wǎng)絡(luò)游戲玩家研究提供基礎(chǔ)。進(jìn)行論文的撰寫(xiě)和修改。第四,通過(guò)上述的分析,得出網(wǎng)絡(luò)游戲玩家的行為特征,以現(xiàn)實(shí)案例為基礎(chǔ),分析網(wǎng)絡(luò)游戲玩家行為的影響(對(duì)網(wǎng)絡(luò)游戲世界的影響及現(xiàn)實(shí)生活的影響) ,展望未來(lái)網(wǎng)絡(luò)游戲發(fā)展方向,并對(duì)網(wǎng)絡(luò)游戲政策提出建議。2012年4月21日—5月1日: 準(zhǔn)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(hù)卡的游戲,這一狀況逐漸改善。導(dǎo)致這一結(jié)果的原因有這幾個(gè)方面:未成年人的時(shí)間隨意性大,無(wú)需和成年人一樣擔(dān)負(fù)一些責(zé)任,他們?cè)谄綍r(shí)玩游戲的時(shí)間上更具彈性。如果做一個(gè)兩個(gè)群體都在每周花費(fèi)大量時(shí)間歐系的假設(shè),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(méi)有因?yàn)橛螒驙奚约旱纳顣r(shí)間。最后,值得我們注意的是,Charlton(2002)對(duì)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(guò)分沉溺癥之間差別很小。雖然社會(huì)上都認(rèn)為這是純粹的虛擬游樂(lè)場(chǎng),虛擬世界現(xiàn)今有緩慢的演變——至少現(xiàn)在是“半真實(shí)資產(chǎn)”。本質(zhì)、游戲、獎(jiǎng)勵(lì)的所有構(gòu)成了潛在的商用應(yīng)用領(lǐng)域。盡管如此,演變著的網(wǎng)絡(luò)游戲產(chǎn)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(méi)有限制時(shí)間,國(guó)產(chǎn)游戲大概的持續(xù)壽命時(shí)間約為5至15年,如果我們國(guó)產(chǎn)游戲加入到歐美游戲的服務(wù)器中,保證其虛擬財(cái)產(chǎn)的時(shí)間年復(fù)一年,將會(huì)是什么結(jié)果?虛擬什么時(shí)候變成現(xiàn)實(shí)?這條門(mén)檻如何跨越?按照什么步驟實(shí)行?最后,虛擬身份在社會(huì)里面的地位仍然是一個(gè)多方面的內(nèi)容,因?yàn)榫W(wǎng)絡(luò)游戲中每個(gè)玩家的價(jià)值觀念不同,沒(méi)有一個(gè)具體的評(píng)判標(biāo)準(zhǔn),因此也沒(méi)有解決這個(gè)問(wèn)題的具體辦法。首先,國(guó)家政策在網(wǎng)絡(luò)游戲產(chǎn)業(yè)上表示重視,并實(shí)施監(jiān)管,這也是國(guó)家政策扶植與保護(hù)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的標(biāo)志之一,從2003年《健康游戲公告》到2005年《關(guān)于網(wǎng)絡(luò)游戲發(fā)展和管理的若干意見(jiàn)》再到2007年頒布的《網(wǎng)絡(luò)游戲防沉迷系統(tǒng)》,都體現(xiàn)了國(guó)家政策的重視程度,《關(guān)于網(wǎng)絡(luò)游戲發(fā)展和管理的若干意見(jiàn)》是第一份正式的對(duì)網(wǎng)絡(luò)游戲管理方案,針對(duì)網(wǎng)絡(luò)游戲的運(yùn)營(yíng)、研發(fā)、審批等環(huán)節(jié)進(jìn)行嚴(yán)格監(jiān)管、《網(wǎng)絡(luò)游戲防沉迷系統(tǒng)》則是保護(hù)未成年人,控制網(wǎng)絡(luò)沉迷,為網(wǎng)絡(luò)實(shí)名制鋪墊道路,而今,國(guó)家體育總局尾巴電子競(jìng)技運(yùn)動(dòng)確立為正式體育比賽項(xiàng)目;其次網(wǎng)絡(luò)游戲網(wǎng)民數(shù)量劇增,網(wǎng)絡(luò)產(chǎn)業(yè)發(fā)展相對(duì)穩(wěn)定,已流行一定的網(wǎng)絡(luò)文化,有良好的基礎(chǔ);再次網(wǎng)絡(luò)游戲研發(fā)能力長(zhǎng)足進(jìn)步,自主研發(fā)成為市場(chǎng)主流。電子游戲、電視游戲、電腦游戲的技術(shù)平臺(tái)整合,將逐漸演變出網(wǎng)絡(luò)游戲版本,游戲本身逐漸實(shí)現(xiàn)游戲平衡,充分迎合玩家需求,達(dá)到游戲市場(chǎng)占有率的提高,游戲玩家滿(mǎn)意且穩(wěn)定,游戲環(huán)境良好,游戲長(zhǎng)久運(yùn)營(yíng)。網(wǎng)絡(luò)游戲玩家是網(wǎng)絡(luò)游戲經(jīng)濟(jì)體系中的中流砥柱,目前來(lái)看,中國(guó)網(wǎng)民的數(shù)量正逐年穩(wěn)步上升,而網(wǎng)絡(luò)游戲玩家則是網(wǎng)民中比重最大的子單位。3. 文獻(xiàn)分析法:閱讀大量文獻(xiàn),獲得一系列關(guān)于網(wǎng)絡(luò)游戲玩家的觀點(diǎn)并歸納總結(jié),結(jié)合自己的看法加以分析,對(duì)網(wǎng)絡(luò)游戲玩家合理分類(lèi)。2012年4月21日—5月1日: 準(zhǔn)備論文答辯。2012年1月16日—3月15日:根據(jù)開(kāi)題報(bào)告和任務(wù)書(shū)的安排,進(jìn)行論文的進(jìn)一步寫(xiě)作,形成論文初稿。 年 月 日備注:畢業(yè)論文指導(dǎo)記錄學(xué)生姓名: 張歡 專(zhuān)業(yè)班級(jí): 08文化產(chǎn)業(yè)管理(1)班 指導(dǎo)教師: 關(guān)萍萍 第 1 次指導(dǎo)主要內(nèi)容記錄第一次指導(dǎo)是采用面談的形式。注意按照要求修改整篇文章的字體與間距學(xué)生(簽名): 指導(dǎo)教師(簽名): 2012年1月15日第 5 次指導(dǎo)主要內(nèi)容記錄:論文初稿看下來(lái)還不錯(cuò),內(nèi)容比較全面了,有以下建議:格式上:目錄里不能有冒號(hào)論文摘要是要把你論文的主要觀點(diǎn)、方法等簡(jiǎn)要寫(xiě)出來(lái),需要再修改內(nèi)容里不能出現(xiàn)類(lèi)似“今年”字樣。 承諾人(簽名): 年 月 日從網(wǎng)絡(luò)游戲玩家類(lèi)別探討游