版權(quán)說明:本文檔由用戶提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請(qǐng)進(jìn)行舉報(bào)或認(rèn)領(lǐng)
文檔簡(jiǎn)介
1、<p> 中文3350字,1700英文單詞,9930英文字符</p><p> 文獻(xiàn)出處:Hussain Z, Williams G A, Griffiths M D. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massiv
2、ely multiplayer online role-playing games[J]. Computers in Human Behavior, 2015, 50:221-230.</p><p> An exploratory study of the association between online gaming addiction and enjoyment motivations for pla
3、ying massively multiplayer online role-playing games</p><p> Zaheer Hussain, Glenn A. Williams, Mark D. Grif?ths</p><p> Abstract </p><p> Massively multiplayer online role-play
4、ing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual
5、 environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1167 game
6、rs who were surveyed a</p><p> (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extrac
7、ted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addiction, (4) emotional control, and (5) low risk of addiction classes. Gender was a signi?cant predictor of intermediate risk of ad
8、diction and emotional control class membership. Membership of the high risk of addiction class was signi?</p><p> Keywords: Massively multiplayer online role-playing;games;Addiction;Motivations;Latent Class
9、 Analysis;Risk;Online gaming</p><p> 1.Introduction</p><p> Over the last decade, computer technology has greatly advanced to enable rapid interaction with other people in a range of online vi
10、rtual worlds. This advancement has led to an increasing number of people using the Internet in many different ways and has arguably had a great positive impact on the lives of people that use it. Despite the many positi
11、ve bene?ts, there has been an increase in research focusing on the use of the Internet and its negative aspects including both generalized Internet </p><p> “A repetitive habit pattern that increases the ri
12、sk of disease and/or associated personal and social problems. Addictive behaviours are often experienced subjectively as ‘loss of control’ – the behaviour contrives to occur despite volitional attempts to abstain or mode
13、r-ate use. These habit patterns are typically characterized by immediate grati?cation (short term reward), often coupled with delayed deleterious effects (long term costs). Attempts to change an addictive behaviour (via
14、treatment o</p><p> This is an all-encompassing operational de?nition as it can refer to both substance and non-substance behaviours (including gaming addiction). One method commonly used to determine wheth
15、er a particular behaviour is addictive is to compare it against clinical criteria of more established addictions (Grif?ths, 2005). This method makes potential addictive behaviours more clinically identi?able and has been
16、 supported by researchers that have carried out research into various ‘technological addiction</p><p> Furthermore, it can be argued that all types of addictive behaviour have elements in common. For instan
17、ce, Grif?ths (2005) operationally de?ned addictive behaviour as any behaviour that features the six core components of addiction, which were ?rst outlined by Brown (1993) and later modi?ed by Grif?ths (1996, 2005), (i.e.
18、, salience, mood modi?cation, tolerance, withdrawal symptoms, con?ict and relapse). Under this model, it is argued that any behaviour (such as gaming addiction) that ful?ls the </p><p> To illustrate the le
19、vel of interest in the area of online addictions, a recent systematic review identi?ed 69 studies examining Internet addiction with sample sizes of over 1000 participants (Kuss, Grif?ths, Karila, & Billieux, 2014). M
20、oreover, sophisticated ways of conceptualising and measuring video game addiction, or risk of experiencing it, have been adopted and this has meant some authors (e.g., Kuss & Grif?ths, 2012) have been arguing that ga
21、ming addiction can best be understood along a co</p><p> Clearly, there appears to be a wide range of players who could be affected by problematic video game play behaviour, but the true prevalence of video
22、 game addiction is still uncertain. This may be due to a range of measures being used to tap into the phenomenon but also the tendency of some researchers to primarily see addiction as an either/or construct with gamers
23、being deemed to be either addicted or not. However, it has been argued that video game play, and problems associated with it, needs</p><p> One form of virtual world activity that has evolved on the Interne
24、t is the playing of Massively Multiplayer Online Role- Playing Games (MMORPGs). These games are now a popular form of entertainment used by millions of gamers worldwide, which provide an intense experience of immersion a
25、nd can be extremely time-consuming (Kuss & Grif?ths, 2012). This has also led to an increase of research into the area of online gaming over the past decade. Some of the areas of investigation have included gamer d&l
26、t;/p><p> Estimates of video game addiction have varied. One meta- analysis of studies (Ferguson, Coulson, & Barnett, 2011) suggested that it could be approximately 3% among gamers. These authors argued th
27、at a useful distinction, which overlaps with the continuum concept of video game addiction, is that gaming can be fully engaging and it can also interfere with one’s life, but that a combination of many of these ex
28、periences would be needed for full-blown addiction to be present. Another study (Kuss</p><p> A larger study by Kuss, van Rooij et al. (2013) investigated the risk for Internet addiction in a sample 3105 Du
29、tch adolescents by looking at the interplay between personality traits and different Internet applications. The adolescents completed questionnaires including the Compulsive Internet Use Scale (CIUS) and the Quick Big Fi
30、ve Scale. It was found that 3.7% of adolescents were classi?ed as addicted to using the Internet. Playing online games increased the risk of Internet addiction by 2.3%.</p><p> MMORPGs appear to be highly a
31、ppealing environments and many gamers are motivated to use them (Grif?ths et al., 2003; Grif?ths et al., 2004), and they have also been associated with a higher risk of video game addiction (Ng & Wiemer-Hastings, 20
32、05). Gamer motivation is an area of importance as it provides insight into intentions for playing online from casual through to excessive play. Having knowledge about motivations for online gaming has the potential to pr
33、ovide insights about problematic ga</p><p> Research by Ryan, Rigby, and Przybylski (2006) involved using a measure of gaming motivations (Yee, 2006a, 2006b). The authors suggested that strong motivators fo
34、r online gaming were (i) psychological need for relatedness and (ii) autonomy and competence features. Billieux et al. (2011) investigated the psychological predictors of problematic involvement in MMORPG use. Their samp
35、le comprised 54 male gamers who were screened using the UPPS Impulsive Behavior Scale, the Motivations to Play Online </p><p> However, it is worth noting that urgency has been linked to various problem beh
36、aviours including drug abuse (Verdejo-García, Bechara, Recknor, & Pérez-García, 2007), pathological gambling (Smith et al., 2007), problematic mobile phone use (Billieux,Van der Linden, d’Acremont, Ces
37、chi, & Zermatten, 2007; Billieux,Van der Linden, & Rochat, 2008) and problem drinking (Anestis,Selby, & Joiner, 2007). According to Billieux et al. (2011) immersing oneself in a virtual world can lead to nega
38、tive, real-w</p><p> 大型多人在線角色扮演網(wǎng)絡(luò)游戲成癮與享樂動(dòng)機(jī)之間聯(lián)系的探究性研究</p><p> 作者:Zaheer Hussain, Glenn A. Williams , Mark D. Griffiths</p><p><b> 摘要</b></p><p> 大型多人在線角色
39、扮演游戲(MMORPGs)是一種流行的娛樂方式,全球數(shù)以百萬計(jì)的玩家都喜歡玩這種類型的游戲。與MMORPG娛樂有關(guān)的潛在問題己經(jīng)出現(xiàn),尤其體現(xiàn)在虛擬環(huán)境中的網(wǎng)絡(luò)成癮現(xiàn)象這個(gè)方面。在當(dāng)前的研究中,研究人員對(duì)大型多人在線角色扮演游戲的網(wǎng)絡(luò)游戲成癮以及動(dòng)機(jī)相關(guān)的因素進(jìn)行了研究,從而確定這些因素是否與成癮相關(guān)。研究人員對(duì)一個(gè)由1167名游戲玩家組成的樣本進(jìn)行了游戲動(dòng)機(jī)方面的調(diào)查。潛在類分析表明游戲玩家在玩大型多人在線角色扮演游戲的時(shí)候存在著七層
40、動(dòng)機(jī),分別為:1)新穎性;(2)高度社會(huì)化和發(fā)現(xiàn)導(dǎo)向;(3)積極、反社會(huì)和非好奇;(4)高度社會(huì)化、競(jìng)爭(zhēng)性;(5)低強(qiáng)度享受;(6)發(fā)現(xiàn)為導(dǎo)向以及(7)社會(huì)階層。五類游戲成癮相關(guān)的分類包括:(1)高風(fēng)險(xiǎn)的成癮類、(2)時(shí)間影響類、(3)中間風(fēng)險(xiǎn)的成癮類、(4)情緒控制類以及(5)低風(fēng)險(xiǎn)的成癮類。游戲玩家的性別通常能夠顯著預(yù)測(cè)中間風(fēng)險(xiǎn)的成癮類以及情緒控制類。高風(fēng)險(xiǎn)的成癮類則可通過該游戲是否具有高度的社會(huì)性和競(jìng)爭(zhēng)性、存在一個(gè)新的階層、或一個(gè)
41、積極的、反社會(huì)的、非好奇的階級(jí)來進(jìn)行預(yù)測(cè)。本文對(duì)這些研究結(jié)果的影響進(jìn)行評(píng)估并對(duì)MMORPG游戲成癮的治療</p><p> 關(guān)鍵詞:大型多人在線角色扮演;比賽上癮動(dòng)機(jī);潛在類分析;風(fēng)險(xiǎn);在線游戲</p><p><b> 1.簡(jiǎn)介</b></p><p> 在過去的數(shù)十年間,計(jì)算機(jī)技術(shù)在虛擬世界中讓人們互相之間進(jìn)行快速互動(dòng)方面取得了長(zhǎng)足的
42、進(jìn)步。這種進(jìn)步導(dǎo)致了越來越多的人通過不同的方式來使用互聯(lián)網(wǎng),可以說,對(duì)使用它的人的生活有很大的正面影響。盡管有許多正面的好處,但是相關(guān)方面的研究也表明互聯(lián)網(wǎng)的使用也帶來了一些消極影響:廣義上的網(wǎng)絡(luò)成癮和類似于網(wǎng)絡(luò)游戲成瘤(比如,Lopez-Fernandez,Honrubia-Serrano,Gibson,& Griffiths,2014; Wan& 2001)這種類型的具體網(wǎng)絡(luò)成癮。Marlatt,Baer,Donov
43、an,以 及Kivlahan (1988) </p><p> 將網(wǎng)絡(luò)成癮定義為:“在強(qiáng)化的作用下,通過操作性條件作用可以使得個(gè)體行為成癮。玩家在網(wǎng)絡(luò)游戲的過程中,會(huì)體驗(yàn)到沉浸,而沉浸對(duì)于 他們來說是一種正強(qiáng)化物,因此為了獲得這種體驗(yàn)個(gè)體會(huì)反復(fù)的玩網(wǎng)絡(luò)游戲,在這一過程中就容易導(dǎo)致成癮。沉浸對(duì)網(wǎng)絡(luò)游戲成癮的影響也可以通過理性成癮理論來解釋。這些習(xí)慣模式通常具有直接滿足(短期激勵(lì))的特征,往往再加上延遲的有害影響
44、(長(zhǎng)期成本)。試圖改變一種令人上癮的行為(經(jīng)治療或自己校正) 通常會(huì)表現(xiàn)出典型的高復(fù)發(fā)率現(xiàn)象”(p.224)。 </p><p> 這是一個(gè)全方位的操作定義,這是因?yàn)樗苌婕暗轿镔|(zhì)與非物質(zhì)行為(其中包括 了游戲成癮)。一種決定某種習(xí)慣是否具有讓人上癮的特點(diǎn)通常所使用的方法是 比較是與建立的成癮臨床診斷標(biāo)準(zhǔn)相對(duì)(Griffiths, 2005)。這種方法使得潛在的成癮行為能夠得到更多的臨床識(shí)別并且還得到了相關(guān)
45、研究者們的支持,“科技成癮”方面相應(yīng)的研究已經(jīng)開展,比如電視成瘤(Sussman&Moranu2013)、移動(dòng)電話成癮(Carbonell等人.,2012)、互聯(lián)網(wǎng)成癮(Kuss,Griffiths, & Binder,2013),以及游 戲成瘤(King, Haagsma,Delfabbro, Gradisar,& Griffiths, 2013)。過多的游戲成癒 的概念化的概念可追溯到Griffiths在上個(gè)
46、世紀(jì)90年代所進(jìn)行的研究工作,Griffiths 使用了病理性賭博方面的 DSM-III-R 理論(American Psychiatric Association,1987)并將其應(yīng)用到了視頻游戲成癮(比如,Griffiths,1997; Griffiths & Hunt, 1995, 1998)方面。</p><p> 此外,可以說,所有類型的成癮行為都有共同的元素。舉例來說,Griffiths (
47、2005)操作上定義成癮行為是成瘤的六個(gè)核心組成任何一種行為,這種概念首先是由Brown (1993)提出來的,之后由Griffiths (1996, 2005)進(jìn)行了相應(yīng)的修正(也就是突顯、情緒改變、耐受性、戒斷癥狀、沖突和復(fù)發(fā))。在此模型下,研究人員對(duì)滿足六大標(biāo)準(zhǔn)的任意行為(比如游戲成癮)可操作定義為成癮方面是存在很大爭(zhēng)議的。大型多人在線角色扮演游戲(MMORPGs)是一種流行的娛樂方式,全球數(shù)以百萬計(jì)的玩家都喜歡玩這種類型的游戲。
48、與MMORPG娛樂有關(guān)的潛在問題己經(jīng)出現(xiàn),尤其體現(xiàn)在虛擬環(huán)境中 的網(wǎng)絡(luò)成癮現(xiàn)象這個(gè)方面。</p><p> 為了說明研究人員在網(wǎng)絡(luò)成癮方面的興趣水平,最近的一次系統(tǒng)回顧識(shí)別了69 個(gè)檢驗(yàn)互聯(lián)網(wǎng)成癮的研究(Kuss,Griffiths,Karila&BiUieux,2014),這些研究的樣 本尺度超過了 1000個(gè)參與者。此外,研究人員采用了構(gòu)思精巧的研究方式以及 測(cè)量視頻游戲成癮的方式或者是體驗(yàn)成癮的風(fēng)
49、險(xiǎn)方式來進(jìn)行研究,這意味著一些 作者(比如.,Kuss& Griffiths,2012)所探討的游戲成癮最好是在一個(gè)統(tǒng)一體下進(jìn) 行討論,而不是作為一個(gè)二元構(gòu)造來進(jìn)行討論。當(dāng)使用視頻游戲成癮定點(diǎn)的時(shí)候, 正如Hussain,Griffiths, and Baguley (2012)所研究發(fā)現(xiàn)的:如果使用多元編碼方法,有44.5%的視頻游戲玩家樣本可被視為具有視頻游戲成癮的風(fēng)險(xiǎn),但是如果 使用單一的編碼方法,那么只有3.6%的視頻游
50、戲玩家樣本可被視為具有視頻游 戲成癮的風(fēng)險(xiǎn)(即所有七項(xiàng)標(biāo)準(zhǔn)均被認(rèn)可)。</p><p> 很清楚的是,似乎有大量的游戲玩家會(huì)受到有問題的視頻游戲行為的影響,但是 視頻游戲成癮真實(shí)患病率仍然是未知的。然而,在視頻游戲以及與之相關(guān)的問題 需要被理解為多維病因方面仍然是存在爭(zhēng)議的,比如游戲玩法的結(jié)構(gòu)特點(diǎn)和動(dòng)機(jī) 是區(qū)分是否有人沉迷于視頻游戲一樣重要的(Kuss& Griffiths,2012)。</p&g
51、t;<p> 通過因特網(wǎng)進(jìn)行的一種虛擬世界活動(dòng)形式是玩大型多人在線角色扮演游戲(大型多人在線角色扮演游戲)的行為。大型多人在線角色扮演游戲(MMORPGs)是一種流行的 娛樂方式,全球數(shù)以百萬計(jì)的玩家都喜歡玩這種類型的游戲,這提供了一個(gè)強(qiáng)烈而且非常耗時(shí)的浸入體驗(yàn)(Kuss& Griffiths, 2012)。這同樣也導(dǎo)致過去數(shù)十年間研究人員對(duì)該網(wǎng)絡(luò)游戲領(lǐng)域的研究投入不斷增加。一些調(diào)查領(lǐng)域已經(jīng)將玩家統(tǒng)計(jì) (比如,G
52、riffiths, Davies,& Chappell,2003, 2004; Yee,2006a,2006b)、網(wǎng)絡(luò)游戲成癮 (比如,Hussain 等人,2012; Spekman Konijn,Roelofema& Griffiths,2013)、游戲內(nèi)部群體的形成(比如,Chen,Sun & Hsieh,2008; Ducheneaut,Yee,Nickell, & Moore,2006; Odr
53、owska&Massar,2014),以及游戲內(nèi)部社會(huì)互動(dòng)(比如.,Cole & Griffiths,2007; Hussain & Griffiths,2008)包含進(jìn)行了相應(yīng)的研究領(lǐng)域中</p><p> 視頻游戲成癮估計(jì)是不斷變化的,一個(gè)分析研究(Ferguson,CouIsoa & Barnett, 2011)結(jié)果表明大約有3% 的游戲玩家會(huì)出現(xiàn)游戲成癮現(xiàn)象。這些作者爭(zhēng)辯
54、說,他們與其他視頻游戲成癮方 面的理論的一個(gè)有用的區(qū)別,是游戲可以完全吸引人,也可以干擾人的生活,如果 這些體驗(yàn)結(jié)合起來就會(huì)成為成熟的成癮。其他的一些主要集中在互聯(lián)網(wǎng)成癮方面 的研究(Kuss,Griffiths等人.,2013),同樣得到了一個(gè)相似的患病率,也就是樣本 2257名參與者中有3.2%的人表現(xiàn)出具有互聯(lián)網(wǎng)成癮的特征。一個(gè)有趣的發(fā)現(xiàn)是 在線游戲和開放性相結(jié)合的體驗(yàn),會(huì)增加了成癮的風(fēng)險(xiǎn)。</p><p>
55、; 一個(gè)由Kuss, van Rooij等人.(2013)通過尋找個(gè)性特征和不同的互聯(lián)網(wǎng)應(yīng)用之間的相互作用,進(jìn)行的大型研究調(diào)查了 3105名荷蘭青少年組成的樣本中的互聯(lián)網(wǎng) 成癮風(fēng)險(xiǎn)。這些青少年完成了包括強(qiáng)迫性互聯(lián)網(wǎng)使用量表(CIUS)以及五大量表的問卷。研究人員發(fā)現(xiàn)3.7%的青少年被歸類為沉迷于使用互聯(lián)網(wǎng)。玩家玩在線游戲會(huì)導(dǎo)致互聯(lián)網(wǎng)成癮風(fēng)險(xiǎn)增加2.3%。網(wǎng)絡(luò)游戲的數(shù)量(也就是玩游戲的時(shí)間)以及外向性得分較低都預(yù)示著互聯(lián)網(wǎng)成癮。<
56、/p><p> 本文對(duì)這些研究結(jié)果的影響進(jìn)行評(píng)估并對(duì)MMORPG游戲成癮的治療進(jìn)行了研究。大型多人在線角色扮演游戲似乎具有非常有吸引力的環(huán)境和許多游戲玩家主動(dòng)參與它們(Griffith等人.,2003; Griffiths等人.,2004),同時(shí),它們也是與較高 的視頻游戲成癮風(fēng)險(xiǎn)(Ng &Wiemer-Hastings,2005)相聯(lián)系的。玩家的動(dòng)機(jī)是一種重要的因素,因?yàn)樗峁┝硕床炝送婕彝嬗螒虻囊鈭D。通
57、過結(jié)合動(dòng)機(jī)方面的知識(shí), 那么研究人員就可能提供在線游戲有關(guān)問題的游戲行為方面的見解。一些對(duì)游戲動(dòng)機(jī)更流行的理論觀點(diǎn)是來自于‘使用與滿足’(UaG)方面(比如,Sherry,Lucas, Greenberg, & Lachlan, 2006; Wu, Wang, & Tsai, 2010; Yee, 2006a, 2006b). Sherry等人.(2006)所標(biāo)注的,UaG研究是基于結(jié)構(gòu)-功能系統(tǒng)的方法建立的, 這種研究
58、試圖理解理解生物實(shí)體與它們生活的環(huán)境之間的互動(dòng)界面。UaG方面的后續(xù)研究顯示出游戲動(dòng)機(jī)主要包括個(gè)人和社會(huì)的滿足。</p><p> Ryan, Rigby和Przybylski (2006)的研究涉及使用游戲動(dòng)機(jī)的措施( yee,2006a,2006b)。研究者認(rèn)為,網(wǎng)絡(luò)游戲的強(qiáng)大的激勵(lì)因素是:(i) 對(duì)相關(guān)性的心理需求;(ii)自主性和能力特征。billieux等人( 2011)調(diào)查了MMORPG使用中存在問
59、題的心理預(yù)測(cè)因素。他們的樣本包括54名男性玩家,他們使用UPPS沖動(dòng)行為量表,在線問卷調(diào)查動(dòng)機(jī)(MPOQ)和網(wǎng)絡(luò)成癮測(cè)試(Young,1999)進(jìn)行了篩選。研究人員發(fā)現(xiàn),MMORPGs的有問題的使用是通過(i)高度緊迫度和(ii)放置的動(dòng)機(jī)來預(yù)測(cè)的。緊迫性被定義為在經(jīng)歷負(fù)面影響的狀態(tài)時(shí)采取暴行的傾向。該研究的結(jié)果對(duì)于了解游戲玩家的預(yù)測(cè)因素和動(dòng)機(jī)以及沉浸作為在線玩耍的動(dòng)機(jī)具有潛在的作用。然而,研究結(jié)果受到樣本量較小的限制。</p&g
60、t;<p> 然而,值得指出的是,緊迫性與各種問題行為有關(guān),包括藥物濫用(Verdejo-García, Bechara, Recknor, & Pérez-García, 2007),病態(tài)賭博(Smith等人,2007年),手機(jī)使用問題(Billieux,Van der Linden, d’Acremont, Ceschi, & Zermatten, 2007; Billi
溫馨提示
- 1. 本站所有資源如無特殊說明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請(qǐng)下載最新的WinRAR軟件解壓。
- 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請(qǐng)聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶所有。
- 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁內(nèi)容里面會(huì)有圖紙預(yù)覽,若沒有圖紙預(yù)覽就沒有圖紙。
- 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
- 5. 眾賞文庫(kù)僅提供信息存儲(chǔ)空間,僅對(duì)用戶上傳內(nèi)容的表現(xiàn)方式做保護(hù)處理,對(duì)用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對(duì)任何下載內(nèi)容負(fù)責(zé)。
- 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請(qǐng)與我們聯(lián)系,我們立即糾正。
- 7. 本站不保證下載資源的準(zhǔn)確性、安全性和完整性, 同時(shí)也不承擔(dān)用戶因使用這些下載資源對(duì)自己和他人造成任何形式的傷害或損失。
最新文檔
- 外文翻譯--大型多人在線角色扮演網(wǎng)絡(luò)游戲成癮與享樂動(dòng)機(jī)之間聯(lián)系的探究性研究(英文)
- 大型多人在線角色扮演類網(wǎng)絡(luò)游戲角色戰(zhàn)斗系統(tǒng)的設(shè)計(jì)與實(shí)現(xiàn).pdf
- 大型多人在線角色扮演類游戲用戶體驗(yàn)研究.pdf
- 大型多人在線角色扮演網(wǎng)絡(luò)游戲(MMORPG)客戶端引擎設(shè)計(jì)與實(shí)現(xiàn).pdf
- 大型多人在線角色扮演游戲交互設(shè)計(jì)的研究.pdf
- 大型多人在線角色扮演游戲特定玩家類別抽取問題研究.pdf
- 多人在線角色扮演類游戲的情感設(shè)計(jì)探析.pdf
- 大型多人在線角色扮演游戲(MMORPG)角色協(xié)同控制系統(tǒng)的設(shè)計(jì)與開發(fā).pdf
- 多人在線角色扮演游戲中智能尋路的設(shè)計(jì)與實(shí)現(xiàn).pdf
- 在線角色扮演游戲人機(jī)博弈系統(tǒng)的研究與實(shí)現(xiàn).pdf
- 角色扮演類網(wǎng)絡(luò)游戲贏利模式研究
- 大型多人在線網(wǎng)絡(luò)游戲系統(tǒng)的設(shè)計(jì)與實(shí)現(xiàn).pdf
- 角色扮演類網(wǎng)絡(luò)游戲與自我同一性發(fā)展的研究
- 基于多人角色扮演網(wǎng)絡(luò)游戲日志數(shù)據(jù)的角色類別演化的分析與可視化.pdf
- 角色扮演類網(wǎng)絡(luò)游戲中的廣告植入研究.pdf
- 角色扮演類網(wǎng)絡(luò)游戲與自我同一性發(fā)展的研究.pdf
- 角色扮演類網(wǎng)絡(luò)游戲贏利模式研究畢業(yè)論文
- 角色扮演類網(wǎng)絡(luò)游戲中的人際傳播研究.pdf
- 角色扮演類網(wǎng)絡(luò)游戲企業(yè)產(chǎn)品發(fā)展對(duì)策研究.pdf
- 多人角色扮演手機(jī)游戲客戶端的設(shè)計(jì)與實(shí)現(xiàn).pdf
評(píng)論
0/150
提交評(píng)論