游戏简介,严肃游戏,模拟和游戏化

Panagiotis Petridis, Lauren Traczykowski
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引用次数: 0

摘要

在过去的20年里,游戏已经超越电影产业,成为最大的娱乐形式(Maslow 1954;Isfe 2010)。游戏行业年收入增幅最大的一年发生在去年(2020年),全球大流行迫使我们呆在家里自娱自乐(Perez 2020)。《使命召唤》、《刺客信条》和《侠盗猎车手》等AAA级游戏的预算高达数十亿美元,拥有数百万玩家。例如,《侠盗猎车手5》在发行的前24小时内创造了超过8.15亿美元的全球收入,超过了同期的大片发行(Ejinsight 2020)。所以我们不禁要问,人们为什么玩游戏,是什么吸引了这些玩家?这告诉我们将游戏带入课堂的必要性是什么?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Introduction on games, serious games, simulation and gamification
Over the last 20 years, games have arguably become the largest form of entertainment, surpassing the movie industry (Maslow 1954; Isfe 2010). The starkest increase in annual revenue for the games industry has occurred in the last year (2020) in which the global pandemic forced us to stay home and entertain ourselves (Perez 2020). AAA titles such as Call of Duty, Assassin’s Creed and Grand Theft Auto have budgets of billions and are played by millions of people. For example, Grand Theft Auto Five generated more than US$815 million in worldwide revenue in the first 24 hours of release, surpassing blockbuster movie releases in the same time period (Ejinsight 2020). So we have to wonder, why do people play games and what attracts the players to those games? And what does this tell us about the necessity to bring games and play into our classrooms?
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