放手的游戏:在去中心化的未来蓬勃发展

E. D. Kajioka, Google Llc
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引用次数: 0

摘要

在电子游戏(街机和家用游戏机)的早期,玩家可以合理地玩一年中发布的每一款著名的电子游戏,并且仍然有时间从事其他爱好。2022年,仅在Steam平台上就发行了10963款游戏。在特定年份进入市场的电子游戏的规模远远超过了有组织的单一游戏媒体的能力。这篇“观点”文章阐述了内容创造者如何通过身份和真实性来实现游戏文化的分散化,同时回顾了支持这一转变的新技术。可信数字认证的通信协议、人工智能辅助的内容创建工具、云技术,以及从内容审核到以用户为中心的治理的过渡——所有这些都将在即将到来的向这些高度复杂的游戏市场的集体意义制作的过渡中发挥作用。最后,本文还考虑了支持独立游戏公司更多样化视角的新受众,他们能够直接接触并吸引那些分享自己特定经历和兴趣的玩家。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Games That Let Go: Thriving in a Decentralized Future
In the early years of video games – arcade and home console – a given player could reasonably play every video game of note released in year and still have time for other hobbies. In 2022,10,963 games were released on the Steam platform alone. The scale of video games that enter the market in a given year now radically outstrip the ability of organized, monolithic gaming media to keep up with them. This “viewpoint” essay addresses how content creators can approach the decentralization of gaming culture through the lens of identity and authenticity, while reviewing incoming technologies that support this transition. Communication protocols for trustworthy digital certification, AI-assisted content creation tools, cloud technologies, and a transition from content moderation to user-centered governance – all will play a part in the coming transition to collective sense-making of these now highly complex game markets. Finally, the essay considers new audiences that will support a greater diversity of perspectives in independent game companies who can directly reach and engage players who share their specific experiences and interests.
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