英语翻译说错了,是要写一份,比较短小,能在3分钟念完的
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英语翻译说错了,是要写一份,比较短小,能在3分钟念完的
英语翻译
说错了,是要写一份,比较短小,能在3分钟念完的
英语翻译说错了,是要写一份,比较短小,能在3分钟念完的
这篇是我个人撰写的,已在wiki平台网上发布.根据GNU自由文档许可证,授权使用.
Electronic Sports,abbreviated e-Sports is used as a general term to describe the play of video games competitively.Other terms include competitive gaming,professional gaming,cybersports and V-Sports.
Games that are considered Electronic Sports normally belong to the Real Time Strategy,First Person Shooter and Racing genres.They are played competitively at amateur,semi-professional and professional levels including in professional leagues and tournaments.
Recently,MMORPG's have also begun to hold online tournaments.The most notable is World of Warcraft which holds annual leagues with cash prizes for their tournaments.The prizes for 2010 World of Warcraft Global Arena total over $200,000 with a first prize of $75,000 US currency.
The main medium for electronic sports coverage is the Internet.Electronic sports websites generally focus on professional tournaments and the top level amateur games,leaving the other games to be covered by the leagues themselves or smaller game-specific community websites if at all.
Mainstream coverage in North America and Europe has increased,and more mainstream news websites are starting to regularly provide some coverage of the major events with occasional television coverage.One of the biggest contributors to the video game media coverage are professional video gamers such as Lil Poison and Fatal1ty.
In South Korea,electronic sports and events are regularly televised by dedicated 24-hour cable TV game channels Ongamenet and MBCGame.The most frequent games in South Korean electronic sports are the real-time strategy games StarCraft and Warcraft III.The South Korean scene is often cited as an example of popularised electronic sports by those who would like to see a similar level of popularity in the west.
In Germany,GIGA Television's majority of shows are covering e-sports.ESL TV was transformed into GIGA II in June 2007 but the concept failed and ESL TV was reintroduced in autumn 2007.ESL TV features e-sports only.
In the UK,XLEAGUE.TV broadcasts on SKY channel 208,showing both features on eSports and broadcasting matches from its online leagues and tournaments,which for the purpose of television shows,are shot from its studio rather than played online.This channel has ceased broadcasting as of 1 March 2009.
In France,Game One propose some e-sport matches in a show called "Arena Online" and is a partner of the Xfire Trophy,an invitational tournament.They broadcasted matches on games like Counter-Strike,Counter-Strike:Source,Command & Conquer 3:Tiberium Wars,and recently Call of Duty 4:Modern Warfare.
In the United States,gaming is seen on a variety of channels.ESPN has a show called Madden Nation,which shows gamers playing the Madden NFL game for XBOX 360.These players are competing for a cash prize.DirecTV shows live video game matches for the Championship Gaming Series.CBS aired footage of the 2007 World Series of Video Games tournament that was held in Louisville,Kentucky.G4 (TV channel) is dedicated to keeping viewers up to date on video games.
稿子呢?没稿子咋翻译?
如果有用的话,请先对照一下,核查核查,呵呵,可千万别偷懒哦
Electronic competitive with the network game's difference
Electronic competitive sports and online game all belong to the category of generalized electronic game...
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如果有用的话,请先对照一下,核查核查,呵呵,可千万别偷懒哦
Electronic competitive with the network game's difference
Electronic competitive sports and online game all belong to the category of generalized electronic games. Electronic competitive sports and network games are two different concepts, from their properties, way and the project and so on each aspect, there are great differences.
Nature aspects
Begin from properties on look, e-sports is sports, network game is the entertainment game, it is both a very different nature.
The network game's purpose and means is to build a virtual world, in this world of all players like life a new society, this society has its own various "law", living in this society players must abide by these laws. Network game complete inherited RPG the key upgrade systems and called dolls of weapons and equipment system, players through these systems to understand their roles grow happiness, enjoyment. So essentially, network game is seeking to feel for the purpose of simulation and role-playing, relative to character is not very attention or need game of skill.
project
While the electronic competitive is adjacent at those traditional sports, antagonistically and gameplay is its characteristics. It has the quantitative and repeatable, precise comparison of characteristics, sports games way is fighting and game, more uniform rules and the same techniques, the sport of skill and tactics are exactly the same. Players through daily hard, equivalent to a boring training, improve himself and electronic equipment these games equipment related speed and reaction and cooperate with etc comprehensive ability, rely on the techniques and the level of skill and tactics of the play, for in the fight against winning and good grades. Actually say simply, electronic competitive sports is a sport, only their instruments, competition environment and so on is through the information technology to realize the just. This is its and network games the most essential difference.
technology
Technically look, both institute relies on the network environment or carrier different, network game was completely built on international Internet, it left the Internet, cannot exist. While e-sports on are LAN environment, even can be directly connected the two computers, Internet just e-sports used to train or entertainment of a kind of means just.
In addition, both of the software dependent and profit means and operation ways and so on are different. Network game largely by software vendors constraints, through nearly three years in the market practice, been explored, a complete set of profit pattern. The game developers is responsible for the development of the game, and operators, players to play by responsible operation time pay, produced by the developer and the operator profit after a certain proportion of the share. While the electronic competitive basically do not suffer game software constraints, game developers is responsible for the development of the game, entrust issuing company issued by buying game, players, it paid one-off electronic sports entertainment and games. Such electronic competitive the organisers of the competition can get profits and game developer and issuance of corporate and no direct relation, which also caused both in platform construction and the relationship with the platform also is rather different.
The e-sports classified as official sports, sports and sports industry into orbit, inevitable highlight its physical characteristics, aggravate e-sports and online game development direction of respectively in different development.
Other contact
But, e-sports and network game though different, but both itself and its industry, all is the information technology of the product, among different has many similarities. How to deal with the relationship between the two e-sports development is necessary in the face of an important issue. From the present China's current situation, network game due to start earlier, gamers and larger, and has formed a very big market, the business model and industrial chain have been relatively mature and clear. China e-sports is still at the beginning stage, the game model, the game brand, business model and industrial chain, etc., are explored in. No matter to the project or to industry, electronic competitive sports and network game should strive toward each is in his proper place, bring out the best in each other, in fact, huge network game based on the development of e-sports concern is good, and the healthy development of e-sports to online game development is also promote and function.
Of course, now say electronic competitive sports and the network game's different, is a historical standpoint, use the development the eye, electronic competitive sports and network games does not separate, unquestionably invariable. From the theory and the practice on say, network game after development, in the supplementary and strengthen the characteristics of sports after, some of which may become development has become a new type of e-sports project.
电子竞技与网络游戏的区别
电子竞技运动和网络游戏都属于广义的电子游戏的范畴。电子竞技运动与网络游戏是两个不同的概念,他们从性质、方式、项目等等各个方面,都有较大的不同。
性质方面
首先从性质上看,电子竞技运动是体育项目,网络游戏是娱乐游戏,这是两者本质的不同。
网络游戏的目的和方式是建立一个虚拟的世界,在这个世界里的所有玩家都像是生活一个全新的社会里,这个社会有它自己的各种“法律”,生活在这个社会里的玩家必须要遵守这些法律。网络游戏完整继承了RPG的最关键的升级系统和俗称布娃娃的武器装备系统,玩家通过这些系统来体会自己角色的成长快乐,自娱自乐。所以从本质上说,网络游戏是以追求感受为目的的模拟和角色扮演,相对而言并不十分重视或者需要游戏的技巧。
项目
而电子竞技则接近于那些传统的体育项目,对抗性和竞技性是它的特点。它有着可定量、可重复、精确比较的体育比赛特征,游戏的方式是对抗和比赛,有统一的规则和相同的技术手段,这与体育比赛中的技、战术完全一样。选手通过日常刻苦的、近乎于枯燥的训练,提高自己与电子设备等这些比赛器械相关的速度、反应和配合等等综合能力和素质,依靠技巧和技战术水平的发挥,争取在对抗中获得胜利和好成绩。其实简单地说,电子竞技运动是一项体育项目,只不过其器械、比赛环境等等是通过信息技术来实现的而已。这是其与网络游戏最本质的区别。
技术方面
从技术层面上看,两者所依托的网络环境或者说载体不同,网络游戏是完全建立在国际互联网上的,它离开了互联网,根本就无法存在。而电子竞技运动所依赖的是局域网环境,甚至可以是两台电脑的直接联接,互联网只是电子竞技运动用来训练或娱乐的一种手段而已。
另外,两者对软件的依赖、赢利手段和运营方式等等也不同。网络游戏很大程度受软件商的约束,通过近三年来的市场实践,已经摸索出了一套完整的赢利模式。游戏开发商负责开发游戏,而运营商负责运营,玩家按照游戏时间付费,产生赢利后由开发商和运营商按一定比例分成。而电子竞技基本上不受游戏软件的制约,游戏开发商负责开发游戏,并委托发行公司发行,玩家通过购买游戏一次性付费,便可进行电子竞技的娱乐和比赛。这样电子竞技比赛的组织者能否获得利润与游戏的开发商与发行公司并没有直接关系,这也造成两者在平台构建和与平台的关系上也有较大不同。
把电子竞技运动列为正式体育项目,纳入体育比赛和体育产业的轨道,必然更加突出其体育的特性,加剧电子竞技运动和网络游戏分别朝不同的发展方向发展。
其他联系
但是,电子竞技运动与网络游戏虽然不同,但两者本身及其产业,都是信息技术的产物,不同之中有着许多相同之处。如何处理这两者之间的关系,是电子竞技运动发展所必须面对的一个重要问题。从目前中国的现状来看,网络游戏由于起步较早,玩家群体较大,已经形成了一个非常大的市场,商业模式和产业链都已经比较成熟和清晰。中国电子竞技运动尚处在起步阶段,比赛模式、赛事品牌、商业模式和产业链等等,都在摸索之中。不管对项目还是对产业,电子竞技运动与网络游戏都应该朝着各得其所、相得益彰而努力,事实上,庞大的网络游戏基础对电子竞技运动的开展不无裨益,而电子竞技运动的健康发展,对网络游戏的发展同样有着促进和推动作用。
当然,现在所说的电子竞技运动和网络游戏的不同,是一个历史的观点,用发展的眼光看,电子竞技运动与网络游戏并不是决然分开、一成不变。从理论和实践上说,网络游戏经过发展,在补充和强化了体育的特性后,其中一些类型可能转化发展成为新的电子竞技运动项目。
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