2023考研英语同源外刊2月文章:游戏成瘾究竟是不是一种病?
英语考研工作能力,要想提升到一定水准,必须学生们很多地去阅读文章一些外刊杂志期刊。下面,我为了更好地协助2023研究生考试莘莘学子们立即把握一些报刊和杂志期刊中的信息内容。刻意为我们梳理出——2023英语考研同源外刊2月文章内容:游戏成瘾到底是否一种病?供学生参照。
2023英语考研同源外刊2月文章内容:游戏成瘾到底是否一种病?
No business would welcome being compared to Big Tobacco or gambling. Yet that is what is happening to makers of video games. For years parents have casually complained that their offspring are “addicted” to their PlayStations and smartphones. Today, however, ever more doctors are using the term literally.
沒有一家公司会乐观自身被比成大中型烟草局或网上赌场。殊不知,这恰好是电子器件游戏生产商已经遭遇的问题。很多年来,父母们一直埋怨她们的小孩对游戏机和智能机“成瘾”。殊不知时迄今日,愈来愈多的医师逐渐应用游戏成瘾这一专业术语。
On January 1st “gaming disorder”—in which games are played compulsively, despite causing harm—gains recognition from the World Health Organisation (WHO), as the newest edition of its diagnostic manual comes into force.
2021年1月1日,伴随着新版本疾患诊断指南的宣布起效,“游戏成瘾”(虽然游戏产生了消极不良影响,但大家仍沉溺于在其中)做为一种病症获得了世卫组织的认可。
A few months ago China, the world’s biggest gaming market, announced new rules limiting children to just a single hour of play a day on Friday, Saturday and Sunday, and none the rest of the week.
几个月前,全世界比较大的游戏销售市场中国发布了一项最新政策,限定少年儿童在周五、周六和周日每日只有玩一个小时的游戏,其他時间都不可以玩。
Western politicians worry publicly about some games’ similarity to gambling. Clinics are sprouting around the world, promising to cure patients of their habit in the same way they might cure them of an addiction to alcohol or cocaine.
针对游戏与赌钱中间的同质性,西方国家政治家也曾公布表明忧虑。世界各国医治游戏成瘾的门诊所如潮水般不断涌现,服务承诺用戒掉酒瘾或吸毒的办法来协助病人戒网瘾。
Are games really addictive? Psychologists are split. The case for the defence is that this is just another moral panic. Killjoys of yore issued similarly dire warnings about television, rock ’n’ roll, jazz, comic books, novels and even crossword puzzles.
游戏确实会使人成瘾吗?心理学专家对于此事建议不一。反对者的原因是,这不过是另一场社会道德焦虑。以前也有些人对电视机、爵士乐、爵士音乐、动漫书、小说集乃至填字游戏传出了相似的恐怖警示。
As the newest form of mass media, gaming is merely enduring its own time in the stocks before it eventually ceases to be controversial. Furthermore, defenders argue, the criteria used to diagnose gaming addiction are too loose. Obsessive gaming, they suggest, is as likely to be a symptom (of depression, say) as a disorder in its own right.
做为大众媒体的较新方式,电子器件游戏在未来一段时间仍将遭遇异议。除此之外,反对者觉得,用以确诊游戏成瘾的规范过度比较宽松。她们觉得,沉溺于游戏自身既可能是一种病症,也可能是一种症状(例如抑郁症的症状)。
The prosecution retorts that, unlike rock bands or novelists, games developers have both the motive and the means to engineer their products to make themirresistible. The motive arises from a business-model shift.
游戏成瘾论的拥护者则觉得,与乐队组合或文学家不一样,游戏开发人员不仅有动因也是有方式设计制作她们的商品,使其让人难以抗拒。其动因来源于商业运营模式的变化。
In the old days games were bought for a one-off, upfront cost. These days, many use a “freemium” model, in which the game is free and money is made from purchases of in-game goods. That ties playtime directly to revenue.
过去,游戏玩家只需一次性选购游戏。现如今,很多游戏都选用“完全免费升值”方式,即游戏完全免费,而根据内购软件赢利。这促使游戏时间与收益立即挂勾。
The means is a combination of psychological theory and data that helps games-makers maximise that playtime. Psychologists already know quite a lot about the sorts of things that animals, including humans, find rewarding (thanks to a long line of experiments, stretching back decades to those conducted on rats and pigeons by B.F. Skinner).
游戏开发人员选用的方式是将心理学理论和数据信息结合在一起,进而使游戏社会化。心理学专家早已对包含人们以内的小动物得到满足感的方法拥有非常多的掌握(这要得益于一系列的试验,较早追朔至几十年前B.F.斯金纳对耗子和幼鸽所做的一系列试验)。
Smartphones and modern consoles use their permanent internet connections to funnel gameplay data back to developers. That allows products to be constantly fine-tuned and tweaked to boost spending. The industry is even beginning to use the argot of the gambling business. The biggest spenders are known as “whales”—a term that originated in casinos.
智能机和当代游戏服务平台运用互联网技术联接的特点将游戏数据信息意见反馈给开发人员。因此,开发人员可以不断对设备开展调整,以刺激性用户开展交易。游戏领域乃至刚开始应用赌博业的黑话。掏钱较多的游戏玩家被称作“海豚”——这一黑话始于赌厅。
While psychologists argue the finer points of what exactly counts as addiction, and whether gaming’s design tricks cross the line, the industry should recognise that, in the real world, it has a problem, and that problem is growing. Now that gaming addiction comes with an official WHO code, diagnoses will become more common.
尽管心理学专家争执着,究竟哪些算是真正意义上的成瘾,及其游戏的制定方法是不是越境,但游戏领域应当了解到,在现实世界中,它存有一个问题,并且这个问题正日益不容乐观。游戏成瘾即然早已获得世卫组织的认同,愈来愈多的游戏成瘾病人也将被确诊。
Clinics are already reporting booming business, as lockdowns have given gamers more time to spend with their hobby. The regulatory climate for tech is getting chillier. And being lumped in the public mind, fairly or not, with gambling and tobacco will not do the industry any favours.
肺炎疫情致使的封禁令小伙伴们拥有大量時间玩儿游戏,门诊所的买卖也逐渐火爆起來。科技行业的管控自然环境可能日趋严苛。无论公平公正是否,在群众心中与赌钱和烟草公司混为一谈,都不容易给游戏领域造成一切益处。
语汇:
compulsively [kəmˈpʌlsɪvli] adv. 强制性地;逼迫地
of yore 很早以前
irresistible [ˌɪrɪˈzɪstəbl] adj. 难以抗拒的,颇具吸引力的
freemium [ˈfriːmiəm] n. 完全免费升值
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