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不言而預(yù)的。 EQ 運營于 1999 年,因此不同年理工餓玩家在游戲歷史角度上不會體現(xiàn)較大差異,所以,按照年齡 分組樣本時,結(jié)果呈現(xiàn)游戲頻率與年齡相關(guān),年齡越小,玩游戲時間越久,并非呈現(xiàn)線性關(guān)系。導(dǎo)致這一結(jié)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(dān)負(fù)一些責(zé)任,他們在平時玩游戲的時間上更具彈性。 我們發(fā)現(xiàn)了很多重要的差異在每組間的比較上,在轉(zhuǎn)換角色性別方面,異性角色的選擇者多為成年人,未成年人認(rèn)為武士等更具有男子氣概,這可能由于玩家在現(xiàn)實世界中對自我的同一性還不確認(rèn),還處于發(fā)展自我同一性的過程之中。未成年女性有 %扮演過男性,對比來看, %的男性玩家扮演過女性。成人組有一半以上的男性玩家 扮演過女性角色,女性只有 %。在成年人與未成年人兩個組中,女性都不愿改變角色性別,因為可能是在暴力的環(huán)境下,他們不愿意與傳統(tǒng)的性別角色違抗。 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(diào)查對象都喜歡游戲的社會性內(nèi)容,但是成年人更傾向于此,未成年人小于成年人 10%左右。兩組之間最大的區(qū)別在于未成年人喜歡游戲中的暴力因素。成年人則表示他們最不喜歡暴力因素。 如果做一個兩個群體都在每周花費大量時間歐系的假設(shè),則他們必須犧牲生活中的很多方面,僅僅有 1/15 的玩家表示沒有因為游戲犧牲自己的生活時間。也 就是換一種說法:有 80%的人為了游戲犧牲自己的一部分時間,至少是一件事情。成年人犧牲的時間多是社交,未成年人則是學(xué)習(xí)和工作。如果這些絕對真實,則未成年人犧牲自己的學(xué)習(xí)和工作時間玩游戲帶來的負(fù)面影響要比犧牲生活中的其他時間要嚴(yán)重的多。 許多網(wǎng)絡(luò)游戲者可能出現(xiàn)電子游戲中的游戲上癮,這是一個繼續(xù)深入研究的方面。網(wǎng)絡(luò)游戲具有競爭性與合作性的內(nèi)容, EQ 可能比一般的電玩游戲更容易使人上癮。更進(jìn)一步說,基于一般的游戲,未成年人更容易上癮。當(dāng)然,此次研究的數(shù)據(jù)不能支持或推翻此類假設(shè),還有待研究。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。因此,本研究發(fā)現(xiàn)網(wǎng)絡(luò)游戲者大多因為游戲?qū)ι町a(chǎn)生負(fù)面影響,不管是成年人還是未成年人。 The Value of Virtual Assets – The Role of Game Characters in MMOGs Tony Manninen INTRODUCTION The seemingly virtual domains of massively multiplayer online games (MMOGs) have escaped the boundaries of cyberspace. Virtual economies, artificial currencies and intangible property are all inherent phenomena of contemporary virtual worlds that exist in the depths of the puter devices and works. The likes of science fiction authors William Gibson (1984), with his Cyberspace, and Neal Stephenson (1992), who used the term Metaverse, have long ago predicted the future of worked online munities. While the society has perceived these as mere fictional playgrounds,the virtual worlds have slowly evolved to places and spaces of – at least – halfreal assets. There are numerous examples of cases that illustrate the shift and crossover between virtual and real. Making a profitable business by selling virtual property (Anshe Chung Studios 20xx。BusinessWeek online 20xx), running a ‘gold farmer’ pany whose only aim is to collect and sell virtual resources (BBC News 20xx。 TheObserver 20xx) and of course the wide spread auctioning of ones game characters (Washington Post Online 20xx。 BBC News 20xx) 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 these nonphysical realms. Since the central role of game characters as virtual asset ‘warehouses’ is the key,we align our approach to charac teroriented 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 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. 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