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Guest editorial for special issue on network and systems support for games

机译:客座社论有关网络和系统对游戏的支持的特殊问题

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摘要

Computer games, now a significant economic sector and subject to both academic and industry research and development, continue to grow in popularity at a substantial rate. Multiplayer networked games, which enable hundreds of thousands of players to simultaneously interact with each other, are now widely used not only just for entertainment, but also for socializing, business, commerce, scientific experimentation, and many other practical purposes. Literally millions of people spend their time and money in game worlds such as World of Warcraft, which now hosts more than 10 million subscribers with a peak of 500,000 players online at a given time, or Entropia Universe, which holds the number 1 and number 2 record for the most expensive "virtual" real estate player-to-player sale, each over US$300,000 per virtual property.
机译:如今,计算机游戏已经成为重要的经济领域,并且受到学术和行业研究与开发的推动,并且继续以相当大的速度增长。多人网络游戏使数十万玩家能够同时进行互动,现在不仅被广泛用于娱乐,而且还广泛用于社交,商业,商业,科学实验以及许多其他实际目的。从字面上看,数百万的人在游戏世界中度过了自己的时间和金钱,例如《魔兽世界》目前拥有超过1000万的订户,在给定时间在线的峰值玩家人数为500,000,或者拥有“ Entropia Universe”(拥有1号和2号数字)的人记录中最昂贵的“虚拟”房地产玩家对玩家销售,每个虚拟资产超过30万美元。

著录项

  • 来源
    《Multimedia Systems》 |2013年第3期|179-181|共3页
  • 作者单位

    Distributed and Collaborative Virtual Environments Research Laboratory (DISCOVER Lab), University of Ottawa, Ottawa, Ottawa, Canada;

    Simula Research Laboratory AS, Lysaker, Norway;

    Centre for Advanced Internet Architectures, Swinburne University of Technology, Melbourne, Australia;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-18 02:06:18

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