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1.
《企业技术开发》2016,(19):74-76
网页游戏是基于web浏览器产生的一种游戏,随着UI设计技术的不断发展,网页游戏越来越被人们所认可,UI界面设计是玩家与游戏之间沟通的桥梁,因此,UI界面设计是提升网页游戏,吸引游戏玩家的重要因素,文章以UI界面设计在网页游戏中的重要意义为分析切入点,分析网页游戏UI界面设计的现状及特点,最后论述网页游戏UI界面设计的具体实践。  相似文献   

2.
《企业标准化》2009,(17):40-41
技术竞争为消费者带来了福音,但电视游戏厂商们都挖空心思的从玩家手中更多捞钱,同时玩家的享受却更少了。以下就是10大罪魁祸首:  相似文献   

3.
智能手机的普及和手机网络游戏的快速发展,使得越来越多的游戏玩家开始使用智能手机来进行网络游戏。当前关于免费手机网络游戏玩家的付费态度和付费意愿还没有较多直接的相关研究,因此文章试图通过从游戏心流体验、游戏易用性、社会性互动、商品感知价值等几个方面来了解手机网络游戏玩家的付费意愿与态度。  相似文献   

4.
智能手机的普及和手机网络游戏的快速发展,使得越来越多的游戏玩家开始使用智能手机来进行网络游戏。当前关于免费手机网络游戏玩家的付费态度和付费意愿还没有较多直接的相关研究,因此文章试图通过从游戏心流体验、游戏易用性、社会性互动、商品感知价值等几个方面来了解手机网络游戏玩家的付费意愿与态度。  相似文献   

5.
由于网游企业的行业具有一定特殊性,其主要客户是游戏玩家,盈利的方式是销售虚拟货币和游戏道具,并为购买产品的玩家提供相应的增值服务,业务繁杂,使得其收入确认计量存在一定的问题,需要会计人员在收入确认计量时,依据自身的职业判断进行会计处理。新收入准则的落实,改进了原有收入准则的不足之处,从而为会计人员收入确认判断提供依据,并对游戏道具进行了细分,采取不同的收入确认计量方式,以保证会计处理的合理性和科学性。  相似文献   

6.
《经营者》2008,(6)
<正>Emmanuel RIO,法国Connect'In Advertising公司CEO。他从2006初年开始关注亚洲网游市场,发现亚洲国家,尤其是日本、韩国和中国在游戏和游戏玩家的数量逐年都有惊人的突破。而通过调查研究,中国的网游市场有一个令他十分兴奋的特点,那就是中国的游戏玩家都比较倾向于玩上线网游,因此,  相似文献   

7.
"沙漠穿越"游戏要求解决玩家在沙漠掘金中能到达终点时获得最大利益的最佳方案问题,第一关中,只有一名玩家,在整个游戏时段内每天天气状况事先全部已知,运用Dijkstra算法求解最短路径的方式,首先求出行走消耗天数最短的路径,其次在线路固定后并将玩家的策略汇总分为6种情况,使用Lingo进行线性规划分别求解,并给出玩家的最...  相似文献   

8.
当前,我国的网络游戏市场正处于高速增长的时期,文章论述了如何对玩家进行界定,确立游戏特征,对玩家类型分析,设计具有吸引力的故事背景,创建良好的团队功能。  相似文献   

9.
头:头部随音乐有节奏地摆动能够增加玩DDR的投入感,但头发长的朋友特别是女玩家要注意摆动头部的时候不要被散乱的头发挡住视线。 眼:如果你是DDR的初学者,你的眼睛一定要牢牢盯住不断出现的箭头;如果你自以为能够把所有的箭头顺序都背下来的话,那么你就可以尽情地玩了。 口:原则上大部分的玩家在游戏的时候都用不上这个器官,但有两种人比较例外,一种是天赋乐感,能够把这么  相似文献   

10.
很少有一款电子游戏像《古墓丽影》系列那样,10年来一直备受全世界玩家,甚至非游戏玩家的关注,甚至在经历了4代、5代、6代连续三次的失败之作后,人们还是对这款游戏抱以难以想象的热望。游戏塑造的性感女探险家劳拉·克罗夫特,也成了全世界成千上万对自己身材还有几分自信的女性们争相模仿的对象。说实话《古墓丽影》游戏出到第五代,作为一个骨灰级的劳拉迷,我已经绝望透了。特别是5代和6代,为它浪费时间,倒还不如去看看安吉丽娜·朱丽扮演的电影版劳拉,来得赏心悦目。今天这个老牌游戏终于在沉寂了几年之后,另起炉灶,推出第7代《传奇》。它…  相似文献   

11.
  • This study investigated differing emphasis cricket spectators place on key game experience variables. Spectators were classified based on membership, frequency of attendance and demographics. The mixed methods designs used a qualitative strand, which identified four key game experience variables; star players, quality of game, social facilitation and auditory and olfactory elements. The quantitative strand was used to empirically test these game experience variables. This survey of 584 cricket spectators identified auditory and olfactory elements, quality of game, and social facilitation as the three important game experience variables relevant to various cricket spectator segments. The findings revealed that women, members, older spectators and moderately frequent attendees placed greater emphasis on auditory and olfactory. Older spectators and members also placed greater emphasis on quality of game. It was also found that regardless of how frequently spectators attend games, they placed equal emphasis on social facilitation.
  • In this exploratory study, tentative light is shed on the largely unexplored subject of cricket spectator consumption experience. As such it helps provide practitioners in the industry as well as researchers with a better understanding of cricket spectators.
Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

12.
This paper explores the medium-run behaviour of bounded rational players in repeatedly played games when they occasionally experiment or make mistakes. The formal analysis introduces a hierarchical structure of limit sets to characterize the most possible medium-run behaviour over gradually increased time intervals. The paper refines the notion of stochastic stability and offers a precise measure of the speed at which stochastically stable equilibria occur. Finally, the paper applies the results to a 3×3 symmetric game of Young (1993).  相似文献   

13.
In a Bayesian game players play an unknown game. Before the game starts some players may receive a signal regarding the specific game actually played. Typically, information structures that determine different signals, induce different equilibrium payoffs. In two-person zero-sum games the equilibrium payoff measures the value of the particular information structure which induces it. We pose a question as to what restrictions Bayesian games impose on the value of information. We provide answers for two kinds of information structures: symmetric, where both players are equally informed, and one-sided, where only one player is informed.  相似文献   

14.
孙亮 《企业技术开发》2009,28(6):105-106
本文运用博弈模型揭示了"助人为乐"现象逐步沦失的经济学原理,结论显示:在一定的假设前提下,出现了"道德困境"。即:不提供帮助和实施报复是经济人的最优选择。为了改变这一低效率的均衡,本文引入政府行为变量后再次博弈,最终得出解决"道德困境"的途径。  相似文献   

15.
We show the generic finiteness of the number of probability distributions on outcomes induced by Nash equilibria for two-person game forms such that either (i) one of the players has no more than two strategies or (ii) both of the players have three strategies, and (iii) for outcome game forms with three players, each with at most two strategies. Finally, we exhibit an example of a game form with three outcomes and three players for which the Nash equilibria of the associated game induce a continuum of payoffs for an open non-empty set of utility profiles.  相似文献   

16.
In a preemption game, players decide when to take an irreversible action. Delaying the action exogenously increases payoffs, but there is an early mover advantage. Riordan (1992) shows that in a preemption game with two asymmetric players, players act in decreasing order of efficiency. This provides a microfoundation to the assumption that entry in a market occurs in the order of profitability, commonly used in the empirical analysis of market entry. We provide a counterexample showing that with more than two players this intuitive result can be reversed. We present a preemption game of entry into a new market. The potential entrants are three asymmetric firms: one “efficient” firm with high post-entry profits, and two “inefficient firms”. We show that the set of parameters such that the equilibrium entry order does not reflect the efficiency ranking is nonempty, and analyse which changes in post-entry profits preserve this entry order.  相似文献   

17.
王振标 《价值工程》2014,(20):324-325
采用文献法,调查法,观察法,对河南大学各院系排球业余训练队进行调查研究,并针对老队员进行系统的认识,研究表明,对于老队员赛前、赛中和赛后的训练管理,存在着较大的漏洞。并针对日常训练,赛场指导等方面的问题,提出了相应的建议。  相似文献   

18.
This paper makes the observation that a finite Bayesian game with diffused and disparate private information can be conceived of as a large game with a non-atomic continuum of players. By using this observation as its methodological point of departure, it shows that (i) a Bayes–Nash equilibrium (BNE) exists in a finite Bayesian game with private information if and only if a Nash equilibrium exists in the induced large game, and (ii) both Pareto-undominated and socially-maximal BNE exist in finite Bayesian games with private information. In particular, it shows these results to be a direct consequence of results for a version of a large game re-modeled for situations where different players may have different action sets.  相似文献   

19.
论文把博弈论引入到激励问题的研究中,将企业所有者和经营者作为博弈的双方,通过建立在完全信息和不完全信息条件下经营者激励的静态和动态博弈模型,来研究企业所有者和经营者行为.通过博弈模型的分析,得出完全信息和不完全信息条件下企业所有者和经营者对于激励约束问题的决策和对策.  相似文献   

20.
A multi-player Dynkin game is a sequential game in which at every stage one of the players is chosen, and that player can decide whether to continue the game or to stop it, in which case all players receive some terminal payoff.We study a variant of this model, where the order by which players are chosen is deterministic, and the probability that the game terminates once the chosen player decides to stop may be strictly less than 1.We prove that a subgame-perfect ε-equilibrium in Markovian strategies exists. If the game is not degenerate this ε-equilibrium is actually in pure strategies.  相似文献   

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