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澳洲留学生论文代写:网络游戏的危害

网络游戏是指利用互联网作为传播媒介;游戏运营商提供服务器和用户的计算机或控制台或手机作为处理终端(Kshetri, 2009)。利用客户端游戏软件作为交互信息窗口,使用户在虚拟环境中实现娱乐、休闲、多人交流。网络游戏和单机游戏的区别在于,网络游戏玩家必须使用互联网连接到多人游戏并一起玩游戏(Li, 2005)。一般来说,在线游戏是多人游戏,使用计算机或其他设备连接到虚拟环境中的网络,使用特定的规则、角色和场景来玩游戏娱乐。因此,大多数在线游戏都是在X-box, Playstation,个人电脑(Rouse, 2015)和手机上玩的。“赌博”一词最初被认为是“赌博”的同义词;因此,在研究者开始研究谷歌上的关键词“游戏产业”时,会出现许多与在线赌博相关的链接。通过技术的发展,电子网络游戏不涉及“赌博”(Rouse, 2015);对于用户来说,这是一种纯粹享受虚拟世界的体验。Newzoo(2016)发布的《全球游戏市场报告》显示,游戏产业总收入为996亿美元。与2015年相比,全球游戏市场增长了8.5% (Newzoo, 2016)。APCA地区(亚太或亚太地区)仍然主导着全球市场,占股票市场的47% (Newzoo, 2016)。在APCA中,中国是最重要的市场,中国游戏产业收入248亿美元(Newzoo, 2016),超过美国游戏产业收入235亿美元(Newzoo, 2016)。网络游戏是游戏产业的一部分,在游戏产业中占有巨大的市场份额。在本研究中,笔者将重点放在网络游戏上,并且中国学生在网络游戏上花费了大量的金钱和时间。

澳洲留学生论文代写:网络游戏的危害

Online gaming refers to use the Internet as the transmission medium; the game operator provides server and user’s computer or console or mobile phone as the processing terminal (Kshetri, 2009). To use client’s game software as the interactive information window that it is designed to make user achieve entertainment, leisure and multiple people communication in virtual environments. The difference between online gaming and stand-alone games is that the online gaming player must use the Internet to connect to the multiplayer and play games together (Li, 2005). Generally speaking, an online game is multiplayer using the computer or other devices to connect to a network in a virtual environment with specific rules, characters and scenes to play games for entertainment. Thus most of the online gaming is played on X-box, Playstation, personal computers (Rouse, 2015) and mobile phones. The term “gaming” originally regards as a synonym “Gambling”; thus at beginning researcher research keyword “gaming industry” on Google, it will appear many links to online gambling. Through the development technological, electronic online gaming do not involve “gambling” (Rouse, 2015); it is a purely enjoyable experience of entrainment of the virtual world for users.According to the global gaming market report by Newzoo (2016), the total gaming industry revenue is $99.6 billion. When compared 2015, the global gaming market has grown by 8.5% (Newzoo, 2016). APCA region (Asia-Pacific or the Asia Pacific) still dominate worldwide market, they are accounting for 47% (Newzoo, 2016) of share market. In APCA, China is the most significant market, Chinese gaming industry revenue is $24.8 billion (Newzoo, 2016), and surpass the American gaming industry revenue $23.5 billion (Newzoo, 2016). Online gaming is a part of the gaming industry and its accounts for the vast market share of the gaming industry. For this research, the author will focus on the online gaming, and Chinese students spend money time on online gaming.

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