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本文通过对当代大学生主要沉迷游戏——魔兽世界和DOTA的分析,利用边际效益递减模型的一个简单变形,以图形分析的方式对此两款游戏的可玩性进行了分析。在这个过程中,探讨了游戏是怎么规避边际效益递减效应的原因。分别以微观时间和宏观时间作为两个研究假设。最终给出了游戏可玩性的时间跨度公式。在这项研究中,第一次提出了边际效应递减规律的变形,即加入了随即组合概念。这个过程,对怎么防止由游戏产生的网瘾和中国动漫游戏事业的发展提供了理论依据。
By analyzing the main addictive games of contemporary college students, World of Warcraft and DOTA, this paper analyzes the playability of these two games by means of graphical analysis using a simple deformation of the diminishing marginal benefit model. In this process, we explored how games evade the diminishing marginal benefit. Taking the micro-time and macro-time as two research hypotheses respectively. Finally, it gives the game span time span formula. For the first time in this study, the law of diminishing marginal effects was proposed, that is, the concept of immediate composition was added. This process provides a theoretical basis on how to prevent the addiction caused by the game and the development of the Chinese animation game.