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Overclock your brain for gaming? Ethical, social and health care risks

机译:超频您的大脑进行游戏?道德,社会和卫生保健风险

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This is how Focus Labs (http://www.foc.us) introduced a new device to improve performance at video-games. The device is meant for self-administration of imperceptible, transcranial currents to the prefrontal cortex, and can be tuned by a smartphone app. Everybody can buy it by a mouse click. This is an example of how market goals may overcome ethics by threatening users' and gamers' health and imposing high social risks.Indeed, the boundaries between video-gaming for fun, for money, and the development of gaming addiction are subtle, and hence easily crossable. In the last decade, the online gaming scenario has completely changed. There has been an exponential growth of platforms and dedicated portals, along with a decrease of gamers' age. According to a 2012 survey (Forbes, Dec 20th, 2012, "The Year of eSports"), 4 millions of gamers currently play within the Electronic Sport League, and 8 millions in the North American Major League of Gaming (MLG). During the last year, MLG has observed a +334% increase of live viewings of online tournaments (from 3.5 to 11.7mln; +636% in the last two years), with followers from 175 different countries.
机译:这就是Focus Labs(http://www.foc.us)引入新设备来提高视频游戏性能的方式。该设备旨在将难以察觉的经颅电流自我管理到前额叶皮层,并且可以通过智能手机应用程序进行调整。每个人都可以通过单击鼠标购买它。这是一个例子,说明市场目标如何通过威胁用户和游戏玩家的健康并施加较高的社会风险来克服道德操守,实际上,娱乐,赚钱和发展游戏成瘾之间的界限非常微妙,因此容易交叉。在过去的十年中,在线游戏的情况已经完全改变。平台和专用门户网站的数量呈指数级增长,而游戏者年龄的下降也随之而来。根据2012年的一项调查(《福布斯》(Forbes),2012年12月20日,“电子竞技年”),目前在电子竞技联盟中有400万游戏玩家,在北美游戏大联盟(MLG)中有800万游戏玩家。在过去的一年中,MLG观察到在线锦标赛的在线观看量增长了+ 334%(从3.5增至1170万;在过去两年中增长了636%),来自175个不同国家的关注者。

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