51单片机可以晚电子游戏吗_电子游戏是在浪费时间吗
51單片機可以晚電子游戲嗎
Late in July, Joe Rogan made a comment on video games in episode #1514 of his prolific podcast The Joe Rogan Experience. He said:
L 的七月德,喬·羅根在他的多產的播客喬Rogan的經驗情節#1514發視頻游戲評論。 他說 :
“Video games are a real problem. They’re a real problem. And do you know why? Because they’re fucking fun… You do them, and they’re real exciting, but you don’t get anywhere.”
電子游戲是一個真正的問題。 他們是一個真正的問題。 你知道為什么嗎? 因為它們很有趣……您做到了,它們真的很令人興奮,但您卻一無所獲?!?
For those of you who don’t know, The Joe Rogan Experience is one of the world’s most listened to podcasts, being downloaded around 200 million times a month and raking in $30 million annually. He was speaking to Joe De Sena, a long-distance athlete, entrepreneur, and founder of the Spartan Race as well as co-founder of the Death Race. Joe Rogan received a fair amount of flack for his thoughts, but more importantly this comment in particular reignited an age-old debate: are video games a waste of time?
對于不認識的人來說, “ Joe Rogan體驗”是世界上收聽量最大的播客之一,每月下載約2億次,每年收入3000萬美元。 他正在與長跑運動員,企業家,斯巴達人種族的創始人,死神種族的共同創始人喬·德·塞納 ( Joe De Sena )交談。 喬·羅根(Joe Rogan)的想法引起了很多反響,但更重要的是,這一評論尤其引起了人們的爭論: 電子游戲是在浪費時間嗎?
Recently I completed the wildly ambitious Naughty Dog epic The Last of Us Part II. As the credits were rolling, I felt a roller coaster of emotions. Along with the typical bitter sweet “what now?” that beating a game brings, I felt frustrated, elated, repulsed, hollow, and fulfilled all at the same time. Most essentially, however, I felt cold, like the characters I had come to love and spend hours of my life with, who I understood and — to my occasional horror — connected with had their stories close out in a bitter and realistic grey as opposed to the cheery, bright apricot rays of the sun or the raven void of objective evil. Instead, it very well may have ended in a fashion comparable to real life. Articles and essays have been written breaking down the different aspects of the story telling genius that surrounds the game. The rest of my day was personally mentally filled with the tales spun to me throughout The Last of Us Part II’s 40 hour runtime. I thought about the consequences and implications of that video game on and off for days, replaying scenarios in my head and yearning for an opportunity to run through it again to soak in everything I missed. So, does that mean that the 40 hours I spent in virtual Seattle (and subsequently the 40 hours of those around me who watched the entire thing) were wasted? Well, that depends on your perspective.
最近,我完成了野心勃勃的頑皮狗史詩《最后的我們》第二部分。 隨著學分的滾動,我感到情緒過山車。 加上典型的苦澀甜味“現在做什么?” 擊敗游戲帶來的樂趣,讓我同時感到沮喪,興高采烈,反感,空洞并充實。 但是,最本質的是,我感到冷漠,就像我愛上并度過了幾個小時的角色一樣,我理解并且與(有時偶有的恐懼)聯系在一起時,他們的故事以痛苦而現實的灰色結尾,而不是相反令人愉悅的是,明亮的杏子陽光或客觀邪惡的烏鴉洞。 相反,它很可能以與現實生活相當的方式結束了。 撰寫文章和散文時 ,圍繞游戲講述了天才故事的不同方面。 在我的余下的時間里,我個人在整個《 Last of Us Part II》的 40小時運行過程中都充滿了故事。 我想了好幾天,斷斷續續地想著這個視頻游戲的后果和影響,腦海里重播場景,渴望有機會再次經歷它,沉浸在我錯過的一切中。 那么,這是否意味著我在虛擬西雅圖度過的40個小時(以及隨后在我周圍觀看整件事的40個小時)被浪費了? 好吧,這取決于您的觀點。
Photo by Ben on Unsplash. Ben在Unsplash上的照片 。There’s plenty of impartial benefits playing video games brings you (I’ve written articles on some of them) but if you look hard enough, you’ll always be able to find information that fits the narrative you want. If you look at the economic impact video games have had, especially in recent years, you could even make the argument that gaming brings in billions of dollars every year, thus stimulating the economy and being beneficial to society. Along with this, the games industry has over 2,400 companies, creating over 200,000 jobs. Economically speaking, video gaming is a powerhouse that’s only predicted to grow in the coming years. However, I don’t think that’s what Joe Rogan — or most people who bring up the “waste of time” argument — are implying. The emphasis would most likely be put on the typical gaming stereotype: unemployed overweight men in their parent’s basements pwning noobz and generally not contributing to the betterment of society, instead content to live in their virtual worlds and allow life to pass them by without so much as a second thought. Or perhaps the new-age “Fortnite kids,” who insist on staying inside and building towers in Fortnite instead of going outside and playing with their friends. While those individuals exist, it doesn’t seem to be true for your average video game enthusiast. There’s over 2.5 billion gamers around the globe, meaning approximately 32% of the world plays video games in some capacity. Of those, there are business owners, entrepreneurs, rich people, poor people, celebrities, professional athletes, blue collar workers, stock brokers, you name it. Joe Rogan himself is documented as having an obsession with Quake in his younger years, and despite being legitimately addicted to video games, he still managed to create a podcasting empire and amass himself a net worth of $100 million. Gaming is no longer a nerds’ only domain, and those who operate within it have varying levels of what we have determined to be success.
玩視頻游戲可以帶來很多不偏不倚的好處(我已經為其中一些寫過文章 ),但是如果您看上去足夠努力,那么您將始終能夠找到適合您想要的敘述的信息。 如果你看對經濟的影響視頻游戲有,特別是近幾年,你甚至可以使論點,即游戲中的數十億美元帶來每年 ,從而刺激經濟,并成為對社會有益。 與此同時,游戲行業擁有超過2,400家公司,創造了超過200,000個就業機會。 從經濟上講,視頻游戲是一個強大的力量,預計僅會在未來幾年內增長。 但是,我認為這并不是喬·羅根(Joe Rogan)或大多數提出“浪費時間”論據的人所暗示的意思。 重點很可能會放在典型的游戲刻板印象上:失業的超重男性在父母的地下室里擁有noobz,通常不會為改善社會做出貢獻,而是滿足于生活在虛擬世界中,讓生活過得不那么快再考慮一下。 或者也許是新時代的“ Fortnite孩子”,他們堅持留在Fortnite內并在其內建造塔樓,而不是出門在外與朋友玩耍。 盡管這些人存在,但對于您的普通視頻游戲發燒友來說似乎并非如此。 全球有超過25 億游戲玩家,這意味著約32%的世界玩電子游戲。 其中有企業主,企業家,有錢人,窮人, 名人, 職業運動員 ,藍領工人,股票經紀人。 據記載,喬·羅根(Joe Rogan)本人在年輕時就迷戀于《 雷神之錘(Quake)》 ,盡管他依舊沉迷于視頻游戲,但他仍然設法建立了一個播客帝國,并積累了1億美元的凈資產。 游戲不再是書呆子的唯一領域,在其中從事游戲的人對我們確定要成功的水平有不同的了解。
The emphasis would most likely be put on the typical gaming stereotype: unemployed overweight men in their parent’s basements pwning noobz and generally not contributing to the betterment of society, instead content to live in their virtual worlds and allow life to pass them by without so much as a second thought.
重點很可能會放在典型的游戲刻板印象上:失業的超重男性在父母的地下室里擁有noobz,通常不會為改善社會做出貢獻,而是滿足于生活在虛擬世界中,讓生活過得不那么快再考慮一下。
Jonathan Averstedt.Jariothan Averstedt) 。Gaming has become the biggest entertainment industry in the United States by a pretty significant margin. If an individual is a cinefile, spending their days attending as many big screen events as possible, wiling their free time hours away by watching all the films they possibly could, they would be considered a “movie lover.” If they took the time analyzing every painstaking detail, highlighting, dissecting, and loving every ounce put into production, the conversation would go no further than, “they really enjoy cinema.” The same goes for music, or traditional art. I believe the reason for this is because these more conventional forms of entertainment have been established as a legitimate art form: the amalgamation of creativity realized in tangibility.
游戲業已成為美國最大的娛樂業。 如果一個人是電影檔案,花一天時間參加盡可能多的大屏幕活動,通過觀看可能的所有電影浪費自己的業余時間,他們將被視為“電影愛好者”。 如果他們花時間分析每一個細致入微的細節,突出顯示,剖析和熱愛投入生產的每盎司盎司,那么談話的內容便是“他們真的很喜歡電影”。 音樂或傳統藝術也是如此。 我相信這是因為這些更傳統的娛樂形式已經被確立為合法的藝術形式:以有形的方式實現創造力的融合。
There’s over 2.5 billion gamers around the globe, meaning approximately 32% of the world plays video games in some capacity. Of those, there are business owners, entrepreneurs, rich people, poor people, celebrities, professional athletes, blue collar workers, stock brokers, you name it.
全球有超過25 億游戲玩家,這意味著約32%的世界玩電子游戲。 其中有企業主,企業家,有錢人,窮人, 名人, 職業運動員 ,藍領工人,股票經紀人。
Games, on the other hand, still carry some weight of the past, with many still holding the sentiment that gaming is made for children, or as mentioned before, lazy people with no motivation or drive. Art is subjective, as something one person finds as art may be contested by another as not, but speaking as objectively as possible, games simply fit the bill. The most succinct definition of art I could find was this; “Art is often considered the process or product of deliberately arranging elements in a way that appeals to the senses or emotions. It encompasses a diverse range of human activities, creations and ways of expression, including but not limited to music, literature, film, sculpture and paintings.” Ask any gamer if they’ve felt emotions during a video game, and they’ll have a dozen examples at the ready of how this cutscene or that character made them feel. Games explore the human psyche, with the likes of Hellblade: Senua’s Sacrifice attempting to demonstrate the fragility of grief. Or Undertale, showing us our predilection to violence. The list is nearly endless of gaming experiences that have brought gamers emotional turmoil, peace, sadness, happiness, and all emotions in between. As far as traditional art is concerned, gaming landscapes must be sketched and painted before they can be designed. Characters go through countless design iterations, mostly by hand, with ideas being bounced off several artists to make their visions a reality.
另一方面,游戲仍然具有過去的影響力,許多人仍然認為游戲是為兒童制作的,或者如前所述,懶惰的人沒有動力或動力。 藝術是主觀的,就像一個人發現的東西可能不會被另一個人爭奪一樣,但要盡可能客觀地講,游戲完全符合要求。 我能找到的最簡潔的藝術定義是: “藝術通常被認為是一種以吸引感官或情感的方式故意安排元素的過程或產品。 它涵蓋了各種各樣的人類活動,創作和表達方式,包括但不限于音樂,文學,電影,雕塑和繪畫?!?詢問任何游戲玩家在視頻游戲中是否感到情緒激動,他們將準備許多例子來說明這種過場動畫或角色如何使他們感到。 游戲探索人類的心理,例如《 地獄之刃:塞努阿的犧牲》試圖證明悲傷的脆弱性。 或是Undertale ,向我們展示了我們對暴力的偏愛。 這份清單幾乎是無窮無盡的游戲經歷,這些經歷使游戲玩家產生了情緒動蕩,和平,悲傷,幸福以及介于兩者之間的所有情感。 就傳統藝術而言,在設計游戲景觀之前必須先對其進行素描和繪畫。 角色經歷了無數次設計迭代,大部分是手工完成的,其中的想法被多位藝術家反彈以使他們的愿景變為現實。
As for sculpting, what is 3D design and animation if not just using modern technology to sculpt our masterpieces? Michelangelo may have his David, but the modern magnum opus may take the shape of the breathtaking vistas in Sucker Punch’s excellent Ghost of Tsushima (which is being used to boost Japanese tourism, by the way), or the strange alien worlds of Hello Games’ No Man’s Sky. This speaks nothing of the writing, with stories sometimes taking years to come to fruition. These emotions are felt because gamers are given direct control over the world’s in which they reside. As you watch a movie, you’re a passive observer of the events on screen. With a controller in your hands, however, the weight of the decisions fall on you, the player, even if you have no choice in what your character does on screen. I believe this direct link to the events transpiring on screen creates an environment that focuses on emotional investment, thus creating a more emotional outcome.
至于雕刻,如果不僅僅使用現代技術來雕刻我們的杰作,什么是3D設計和動畫? 米開朗基羅可能有他的大衛,但現代的代表作可以采取抽油桿沖的對馬島的優秀鬼 (壯麗景觀的形狀正被用于提高日本旅游的方式),或喂游戲的陌生的外星世界沒有人的天空 。 這一點都談不上寫作,有時候故事要花費數年才能實現。 之所以能感受到這些情緒,是因為游戲者可以直接控制他們所居住的世界。 觀看電影時,您是屏幕上事件的被動觀察者。 然而,即使您沒有選擇角色在屏幕上所做的事情,但是如果您掌握了控制器,那么決策的重擔就落在了您(玩家)身上。 我相信,這種與屏幕上發生的事件的直接聯系創造了一個專注于情感投資的環境,從而創造了更加情感化的結果。
Michelangelo may have his David, but the modern magnum opus may take the shape of the breathtaking vistas in Sucker Punch’s excellent Ghost of Tsushima (which is being used to boost Japanese tourism, by the way), or the strange alien worlds of Hello Games’ No Man’s Sky.
米開朗基羅可能有他的大衛,但現代的代表作可以采取抽油桿沖的對馬島的優秀鬼 (壯麗景觀的形狀正被用于提高日本旅游的方式),或喂游戲的陌生的外星世界沒有人的天空 。
Hellblade: Senua’s Sacrifice. Source: Wallpaper Cave.地獄之刃:塞努阿的犧牲。 資料來源:Wallpaper Cave。Games aren’t solely artistic endeavors, however. There are some individuals who play strictly sports games, or competitive games like League of Legends or Call of Duty. While I would argue that the artistic angle can apply to these games as well (massive teams of creatives are still expected to work on them) the competitive aspect is significantly beneficial. They’re shown to promote pro-social behavior, increase teamwork, and skill development. On top of this, there’s plenty of people who play these games for a living. Joe Rogan actually mentioned this after his comment, lamenting that it’s possible and a legitimate job. Streamers, YouTubers, and eSports players are all recognized vocations that have the potential to bring in millions of dollars. It’s difficult to become popular enough in these fields to bring in a livable wage, but to ignore the idea that video games have become a sustainable possibility would be naive.
但是,游戲不僅僅是藝術上的努力。 有些人嚴格執行體育游戲或競技游戲,例如《英雄聯盟》或《 使命召喚》 。 盡管我認為藝術角度也適用于這些游戲(仍然需要龐大的創意團隊),但競爭方面卻大有裨益。 他們被證明可以促進親社會行為,增加團隊合作和技能發展。 最重要的是,有很多人以玩這些游戲為生。 喬·羅根(Joe Rogan)在發表評論后實際上提到了這一點,感嘆這是可能的并且是合法的工作。 飄帶,YouTuber和電子競技玩家都是公認的職業,有可能帶來數百萬美元的收入。 要在這些領域變得足夠受歡迎以賺取可維持的薪水是很困難的,但是忽略視頻游戲已成為可持續可能性的想法將是幼稚的。
That being said, it would be equally as naive to feign the problems that are associated with video games. Too much gaming can lead to chronic health problems due to their stationary nature. Obesity, and all the issues that come along with it, can be a symptom of too much game time and not enough exercise, especially in children. Video game addiction can also be a problem, described as the problematic, compulsive use of video games that results in significant impairment to an individual’s ability to function in various life domains over a prolonged period of time. Game addiction affects no more than 3% of gamers worldwide, but it’s on the rise, and is still a genuine problem for millions of people. However, the same sentiment can be said for many pursuits people consider “productive.” Exercise addiction, for example, can occur when an individual is so obsessed with exercise they continue it despite it causing physical and emotional harm. As with many addictive activities, monitoring your time and keeping yourself in check is the best way to prevent the addiction. Video games are just another addition in the long list of undertakings sporting the phrase, “moderation is key.”
話雖如此,假裝與視頻游戲相關的問題同樣幼稚。 過多的游戲會因其靜止特性而導致慢性健康問題。 肥胖以及隨之而來的所有問題都可能是游戲時間過多,運動不足的癥狀 ,尤其是在兒童中。 視頻游戲成癮也可能是一個問題,被描述為視頻游戲的問題性,強迫性使用,會導致個人在較長時期內在各種生活領域中正常工作的能力受到嚴重損害。 游戲成癮影響全球的游戲玩家不超過3% ,但這種情況正在上升,對于成千上萬的人來說仍然是一個真正的問題。 但是,對于人們認為“富有成效的”許多追求,可以說出相同的觀點。 例如,當一個人沉迷于運動后,盡管會造成身體和情感上的傷害,他們仍會繼續運動,就會發生運動成癮 。 與許多上癮的活動一樣,監視自己的時間并控制自己是防止上癮的最好方法。 電子游戲只是一長串帶有“節制才是關鍵”這一短語的企業中的又一個補充。
Michael Lanning.Michael Lanning撰寫 。At the end of the day, what is and isn’t a waste of time is pretty subjective. Someone who’s engrossed in sports may find painting a waste of time, and a painter may find sports meaningless. While I believe that Joe Rogan’s take on video games is an antiquated and quite frankly false statement, I can understand why someone with his background may find them to be a waste of time. For me, gaming is an enjoyable way to appreciate the culmination of effort from teams of talented artists, designers, developers, writers, and story tellers. It’s interactive entertainment quite unlike anything else in human history, and hey, if it makes you happy and it isn’t hurting anyone, can it really be a waste of your time?
歸根結底,浪費時間和不浪費時間是非常主觀的。 一個全神貫注于運動的人可能會發現繪畫浪費時間,而畫家可能會發現運動毫無意義。 雖然我認為Joe Rogan從事電子游戲是一種過時且坦率的虛假陳述,但我可以理解為什么有他背景的人可能會發現它們浪費時間。 對我而言,游戲是一種欣賞由才華橫溢的藝術家,設計師,開發人員,作家和故事講述者組成的團隊所付出的努力的令人愉快的方式。 它是一種互動娛樂,完全不同于人類歷史上的其他任何事物,而且,嘿,如果它能讓您開心并且沒有傷害任何人,那么真的會浪費您的時間嗎?
Hello everyone! Thank you for reading. I’m actually a pretty big Joe Rogan fan and don’t harbor any ill will towards him because he isn’t a supporter of video games, but I’m curious what everyone thinks about his comments!
大家好! 感謝您的閱讀。 我實際上是喬·羅根(Joe Rogan)的忠實粉絲,并且對他不抱任何惡意,因為他不是視頻游戲的支持者,但我很好奇每個人對他的評論有何看法!
Jared McCarty
賈里德·麥卡蒂(Jared McCarty)
Header image by Manny Moreno on Unsplash.標題圖片由Manny Moreno在Unsplash上制作 。翻譯自: https://medium.com/super-jump/are-video-games-a-waste-of-time-5297195c7d39
51單片機可以晚電子游戲嗎
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