Wednesday, December 15, 2010

If the 21st century, life would be like without a network game

 2008-03-06 09:55 Author: Anonymous Source: NEW YORK gaming Channel Editor: Shi Weijie
as the 21st century the rapid development of Internet technology, online games, from the birth of this emerging market is doomed to rapid development of its frustrations and the fate of Duojie. Its appearance is to meet people's changing entertainment needs and aspirations realistic pedal, especially young people. faster paced way of life, more oppressive living conditions encourage people to pursue higher level entertainment, online game official in such a premise accepted by the market quickly, becoming an indispensable entertainment today, also reasonable.
However, the online game is a double-edged sword, it is market and social factors that together determine. the one hand, ease the pressure of reality has a network game, visualize the realization of people's dreams; developers in order to maximize the benefits,UGG boots clearance, forcing players to increase the online time, in order to gain maximum benefit. once got into it, followed by from the social contradictions will be intensified, for example, . If the mm if the 21st century if not online, it will look like?
hypothesis one: Who will because there is no online games and devastated?
1, Zhang Chunliang
Zhang Chunliang is a real sense Anti-online game on the fighter, especially in the speculation rife today. the one hand, the online game does have some negative factors that, some of which can be more rational use of the other online games need to have, but can not die, otherwise it would emerge the purpose of speculation. Zhang Chunliang man and his deeds from the point of view, it can be attributed to the world of all evil Otherwise, are there any performance of his role. the people need him because he is able to service the majority of interest is actually the relationship between use and anti-use, like a virus and the relationship between anti-virus software, you and I know, what that means.
2, the game industry and players
most direct victims, is the online game industry and players. As a player, we are very clear that China take many years of self-game industry revival road, from the target to the soft, there have been numerous high-profile stand-alone our game development company, not towards the end, that is, dead, and this is determined by the social environment factors. On the one hand for the players, there is How many times had a dream, interference of the market is pirated, the final domestic game will go to which side, maybe now we have not known, the only know, is death.
3,
traditional media,UGG shoes, traditional media and online games whenever some rub relations, are responsible for extra praise. In fact, by its very nature, interest or a problem. traditional media perspective is more mature society dominated by the wind, that is, mainstream topics of concern to the people. objective said mature people have the game itself, the exclusion of certain heart, then the traditional media audiences in order to meet the interests of the dangers of online games infinite zoom thing is understandable.
But for traditional media, online games can be scolded, but not absolutely. and anti-gaming fighter has the same purpose, to meet the public's taste for, and therefore it is listed as the opposite of the most important material, all clear, the issue will fall to be put into online games to Japan-US gap between the developed countries for at least another two decades back The industry can not be effectively makes breathing. online game development and the development of training just for the animation of the cartoon with all the necessary human resources, the history of online games trigger the animation thing is clear, once lost online this patron, Chinese animation The industry will become more precarious.
, of course, one thing will be accompanied by two changes of attitude, it was sad, natural that they would not laugh.
hypothesis II: Who elated because there is no online games? < br> 1, obsessed with the game for you parents
the interests of parents, the greatest impact were indeed children. It is undeniable that the game is selling well, is determined by the game it really fun, once the natural fun Players will get more time, in exchange for more profit. If the game is not addictive, it is a failure is likely to work, especially online games. But for parents, children addicted to the network This game is a bad proposition is a part of public opinion-oriented, the other part really is a problem of social factors, and proposed the idea that those who most agree, must be why those addicted gamers parents. For non-addicted players, parents still decisive blow, this is because things that do not need to exist. then again, interests. for the present society, the students study and are the only factors that reflect the social value of teachers lies. all the events that impede student learning are a mistake things, even if just to ease the pressure. In the eyes of teachers, students just learning it, they will not have any pressure, not to mention cost-effective and so poor. students get good grades, teachers have as a good school reputation, the school was able to develop That is the reality, which is interest.
3, China Women's Federation
ACWF just happy, not because they strongly oppose the online games, but because of problems brought on online games. because behind the Women's Federation The total number of even very unchanged, but the China Women's Federation is thankless because of its existence, Although the overall impact has not been much, but online games bring them joy. In a few years, when these online games have to be careful consideration of the impact of their industry, so look, the eyes of the pioneers of the tourism industry is a strategic, long-term.
three assumptions: no online negative impact on society
1 Nearly half of young people facing the crisis
entertainment is not an alarmist. the reality of society, with seven or more young people choose forms of entertainment is playing online games, this is not accidental phenomenon. the one hand because the level of social spending more and more expensive entertainment, such as karaoke, Diba, cinemas and other places, though young people are more popular form of entertainment projects, but also makes the high cost of their consumption can only be limited to entertainment. Although some of the traditional sports are also popular with young people, but because of physical, weather and other reasons a number of development constraints, plus sports facilities, less and less now, many owners of local sports facilities, such as schools in order to > If there are no online games, it is difficult to imagine the young Qicheng means of entertainment in which the project.
2, two percent of young people will be on the autism
denied the premise of life in the fast-paced under 02, after more and more people can not communicate with the people in the real world. Most people in the depths of depression and emptiness of the society, people know what to do to suppress the true self, hidden and can not face the reality of their own. People In the absence of communication and exchange at the same time, too, vent their suppressed desires and feelings.
but according to scientific discovery, communication barriers are also people who do not experience the crowd than there are online games online games, online exchange of experiences people more likely to suffer from severe autism, which is due to the lack caused by the virtual communication platform. People in exchange for hearts while they hope to perfect disguise themselves, and the virtual world this role is played . In a growing lack of communication today, there is no gaming the day, there will be two young people into the communication can not be suffering from disease.
3, major crime to the rise
First of all, online games Although the side has easy to indulge, but it also has a vent tool. Most people in the outburst of violence when the choice is venting, but not quiet elegance. Therefore, in online games like in addition, some social workers are idle because of online games and have a idle workers displaced by glass, an increase of risk of crime, it is obvious things.
4, the unemployment rate increased
According to IDC statistics, as of 2007, the Chinese game industry with a 21,034 game-related work positions, and the talent gap is related to the game as much as 50 million people. In addition, hundreds of millions of game-related industries or individuals have occurred in the network and development of the game, such as virtual trading market, Leveling studio and some threshold low, relatively high professional knowledge of the industry, a young man of wealth creation and accumulation of an effective way. and some playing games, will also be used manually to the professional knowledge of the types of work, which provided employment for young people must favorable conditions. Once the online games industry disappear, will be on developing the enormous costs of the economy, but also the negative impact caused by higher unemployment.
5, lack of social experience, more vulnerable
Network games are just a virtual environment, but provides a virtual reality community, not online games players, criminals, go, the experience is a rare place. dream and social development will never be transferred Zengyin. online games exist to this day, must have its social role and social value, whether packet or demoted, have confirmed the sentence mm only constant, but only interests . whose interests are touched, and who will resist, but by no means simple and natural conditions of social and moral analysis of online games is also true, this is the reality.

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