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Ready,set,go:Medical preparations for the Paris 2024 Paralympic Games
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作者 Carolette Snyders Wayne Derman Martin Schwellnus 《Journal of Sport and Health Science》 SCIE CAS CSCD 2024年第6期726-727,共2页
1.Introduction In August 2024,over 4400 Paralympic athletes will gather in Paris for the Paralympic Summer Games—the pinnacle of every Paralympian’s(Para athletes competing at the Paralympic Games)career to showcase... 1.Introduction In August 2024,over 4400 Paralympic athletes will gather in Paris for the Paralympic Summer Games—the pinnacle of every Paralympian’s(Para athletes competing at the Paralympic Games)career to showcase their ability and skills.Their training,preparation,and effort in the years leading up to the Games are unparalleled.To achieve success,Paralympians specifically rely on a medical support team to achieve their goals.So,what is required of the medical support team to prepare Paralympians to get ready,set,and go to Paris 2024? 展开更多
关键词 PARIS games ATHLETES
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Distributed Optimal Variational GNE Seeking in Merely Monotone Games
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作者 Wangli He Yanzhen Wang 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2024年第7期1621-1630,共10页
In this paper, the optimal variational generalized Nash equilibrium(v-GNE) seeking problem in merely monotone games with linearly coupled cost functions is investigated, in which the feasible strategy domain of each a... In this paper, the optimal variational generalized Nash equilibrium(v-GNE) seeking problem in merely monotone games with linearly coupled cost functions is investigated, in which the feasible strategy domain of each agent is coupled through an affine constraint. A distributed algorithm based on the hybrid steepest descent method is first proposed to seek the optimal v-GNE. Then, an accelerated algorithm with relaxation is proposed and analyzed, which has the potential to further improve the convergence speed to the optimal v-GNE. Some sufficient conditions in both algorithms are obtained to ensure the global convergence towards the optimal v-GNE. To illustrate the performance of the algorithms, numerical simulation is conducted based on a networked Nash-Cournot game with bounded market capacities. 展开更多
关键词 Distributed algorithms equilibria selection generalized Nash equilibrium(GNE) merely monotone games
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Value Iteration-Based Cooperative Adaptive Optimal Control for Multi-Player Differential Games With Incomplete Information
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作者 Yun Zhang Lulu Zhang Yunze Cai 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2024年第3期690-697,共8页
This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the l... This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the learning process and adapt their policies sequentially.Our method removes the dependence of admissible initial policies,which is one of the main drawbacks of the PI-based frameworks.Furthermore,this algorithm enables the players to adapt their control policies without full knowledge of others’ system parameters or control laws.The efficacy of our method is illustrated by three examples. 展开更多
关键词 Adaptive dynamic programming incomplete information multi-player differential game value iteration
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How to promote cooperative innovation in environmentally friendly technology:a case of agricultural biotechnology in China
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作者 Hongkun Ma Xian Mi +5 位作者 Yi Zheng Ning Lv Shan Zhang Chunting Hu Xiaowei Wu Yuan Cao 《Chinese Journal of Population,Resources and Environment》 2024年第2期127-135,共9页
This study explored the factors influencing cooperative innovation in environmentally friendly agricultural biotechnology in China.First,we constructed an evolutionary game model comprising the factors of net income o... This study explored the factors influencing cooperative innovation in environmentally friendly agricultural biotechnology in China.First,we constructed an evolutionary game model comprising the factors of net income of cooperative innovation,net income of independent innovation,market constraints,and government subsidies.Using MATLAB simulation,we assigned different values to the aforementioned variables to explore the evolutionary trend of innovators’willingness to cooperate.Results showed that when the values of net income of cooperative innovation,net income of independent innovation,market constraints,and government subsidies exceeded the threshold,innovators’willingness to cooperate was significantly enhanced.Furthermore,the proportion of innovators who cooperated with others gradually increased to 100%;otherwise,it gradually decreased to 0%.Comparing the simulation curve with the real evolution curve of cooperative innovation in agricultural biotechnology in China,we found that the gradual decline in the willingness to cooperate could be due to insufficient subsidies for cooperative innovation,low income from cooperative innovation,weak profitability of innovators,and weak market constraints. 展开更多
关键词 Cooperative innovation Evolutionary game MATLAB Simulation Agricultural biotechnology Environmentally friendly technology
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A Value for Games Defined on Graphs
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作者 Néstor Bravo 《Applied Mathematics》 2024年第5期331-348,共18页
Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal c... Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal coalitions) that are of interest for the game. Additionally, a partition of the game is defined in terms of the gain of each block, and subsequently, a solution to the game is defined based on distributing to each player (node and edge) present in each block a payment proportional to their contribution to the coalition. 展开更多
关键词 Graph Theory Values for Graphs Cooperation games Potential Function
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The "Black Myth" Marks a New Milestone for China-Made Games in Overseas Market
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作者 Joyce Lee 《China's Foreign Trade》 2024年第5期41-42,共2页
Since its first launch on August 20th,the game"Black Myth:Wukong"has broken many previous records for domestic single-player games,and also provides a chance for global game players to see Chinese games as a... Since its first launch on August 20th,the game"Black Myth:Wukong"has broken many previous records for domestic single-player games,and also provides a chance for global game players to see Chinese games as among the world's best games.The number of online users on the entire platform exceeded3 million at its most,and more than10 million copies of the games were sold within the first four days after the launch.It has received more than 270thousand reviews in total and 96%positive reviews on the Steam platform,providing a chance for global game players to enjoy the best of Chinese games。 展开更多
关键词 MILES games MARKET
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Problematic Use of Video Games in Schools in Northern Benin (2023)
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作者 Ireti Nethania Elie Ataigba David Sinet Koivogui +6 位作者 Damega Wenkourama Marcos Tohou Eurydice Elvire Djossou Anselme Djidonou Francis Tognon Tchegnonsi Prosper Gandaho Josiane Ezin Houngbe 《Open Journal of Psychiatry》 2024年第2期120-141,共22页
Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 ... Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level. 展开更多
关键词 Gaming Problem Video games BENIN 2023
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Zero-determinant strategies in iterated multi-strategy games
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作者 GUO Jinli 《纯粹数学与应用数学》 2024年第3期381-393,共13页
Self-serving,rational agents sometimes cooperate to their mutual benefit.The two-player iterated prisoner′s dilemma game is a model for including the emergence of cooperation.It is generally believed that there is no... Self-serving,rational agents sometimes cooperate to their mutual benefit.The two-player iterated prisoner′s dilemma game is a model for including the emergence of cooperation.It is generally believed that there is no simple ultimatum strategy which a player can control the return of the other participants.The zero-determinant strategy in the iterated prisoner′s dilemma dramatically expands our understanding of the classic game by uncovering strategies that provide a unilateral advantage to sentient players pitted against unwitting opponents.However,strategies in the prisoner′s dilemma game are only two strategies.Are there these results for general multi-strategy games?To address this question,the paper develops a theory for zero-determinant strategies for multi-strategy games,with any number of strategies.The analytical results exhibit a similar yet different scenario to the case of two-strategy games.The results are also applied to the Snowdrift game,the Hawk-Dove game and the Chicken game. 展开更多
关键词 prisoner′s dilemma zero-determinant strategy multi-strategy game symmetric game
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Mongolian Traditional Game-“Shagai”Features of Mongolian Traditional Games
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作者 Turtogtokh Batkhuyag 《Cultural and Religious Studies》 2024年第2期104-112,共9页
In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s ... In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s games exist in every culture.Every culture has unique characteristics and norms that have been agreed upon by the members of the culture(Usman&Yusuf,2022).Mongolians believe that the future of their nation can be discerned through the toys that children play with.These toys reflect Mongolia’s nomadic culture,rich heritage,customs,precious belongings,and unique playthings.Mongolian culture and mentality are nurtured in children through play,and an essential aspect of Mongolian games is their close association with people’s work and way of life.The Mongolian toys stand as a significant intellectual contribution of the Mongolian people to human history. 展开更多
关键词 traditional game shagai early childhood development research on shagai
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Video Games and School Performances of Dakar High School Students
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作者 Souleymane Diallo Papa Mamadou Gaye 《Open Journal of Applied Sciences》 2024年第7期1851-1862,共12页
The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses t... The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses that adolescents make of it and the effects on their academic performance, which we proposed to study among middle school students from the Dakar academy inspection. Where appropriate, we used mixed methods with the collection techniques of questionnaire survey, semi-structured interviews respectively with middle school students, adults (parents, supervisors, teachers, etc.), participant observation and literature review. Concretely, before accessibility to video games, the middle school students were more idle and well-behaved, watched a lot of TV, played with their brothers and sisters or did household chores. The majority of young people had good, very good or excellent conduct and their averages were fair, fairly good or good. With access to a diverse digital environment, middle school students have passionately turned to video games. As a result, their learning time, concentration and submission to parental injunctions have declined significantly. This situation negatively affected their academic performance and encouraged bad behavior. 展开更多
关键词 Digital Revolution Video games Middle School Student EDUCATION Academic Performance
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The Impact of Sports Games on the Psychological Health of Middle School Students
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作者 Zhuozhuo Xin Seong Pek Lim Haojun Zhao 《Journal of Contemporary Educational Research》 2024年第3期95-100,共6页
This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were div... This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were divided into two groups:an experimental group and a control group.The experimental group was subjected to physical exercise interventions using sports game teaching methods during physical education class,while the control group followed traditional physical education teaching methods.The results showed that the psychological health status of the students in the experimental group was significantly better than that of the control group after the experiment.The application of sports games helps to improve the psychological health of middle school students in the course of physical education,promoting a positive and forward direction in student psychology and is an effective means to enhance the psychological health level of middle school students. 展开更多
关键词 Sports games Physical education Middle school students Psychological health
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THE 6^(th) SPORTS GAMES OF THE BUDDHIST ACADEMY OF XIZANG HELD IN LHASA
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作者 Jiahuajia(Text/Photos) Degyi Drolma(Text/Photos) 《China's Tibet》 2024年第3期F0002-F0002,共1页
On May 8th,the 6th sportsgames of the Buddhist Academy of Xizang was held in Lhasa.The sports games featured field events,track events,and fun sports events,including 100 metres,standing long jump,shot put,400m relay,... On May 8th,the 6th sportsgames of the Buddhist Academy of Xizang was held in Lhasa.The sports games featured field events,track events,and fun sports events,including 100 metres,standing long jump,shot put,400m relay,two-person running with legs tied up,and sandbag carrying-a traditional Tibetan sport.The teachers and students of the academy actively participated in and enjoyed the sports.Let's share their passion forsports together! 展开更多
关键词 TIBETAN SPORTS games
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Violence in Online Games:How Does It Affect Teenagers in China?
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作者 韦合 《海外英语》 2011年第14期387-388,共2页
Nowadays many teenagers play online games.Too much violence in online games deeply affects the teenagers' life,makes them act in a violent manner.Actions should be brought for change to protest.
关键词 VIOLENCE online GAME TEENAGER affect CHANGE
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Distributed Nash Equilibrium Seeking for General Networked Games With Bounded Disturbances 被引量:7
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作者 Maojiao Ye Danhu Li +1 位作者 Qing-Long Han Lei Ding 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2023年第2期376-387,共12页
This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for ... This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB. 展开更多
关键词 Distributed networks disturbance rejection Nash equilibrium networked games
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Effects of a closed-loop system against SARS-CoV-2 at the Beijing 2022 Olympic Winter Games:a descriptive and modeling study
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作者 Rong Xiong Jieping Zhou +8 位作者 Wenning Li Jie Liu Jing Lou Sijia Tian Huixin Lian Shengmei Niu Luxi Zhang Wenhang Li Jinjun Zhang 《World Journal of Emergency Medicine》 SCIE CAS CSCD 2023年第6期471-476,共6页
BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,in... BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,including age,sex,nationality,vaccination status,date of diagnosis,and date of entry,from 280 SARS-CoV-2-positive individuals identified during the BOWG.A susceptibility-exposed-infectious-remove model was employed to evaluate the effectiveness of epidemic prevention strategies on controlling the spread of SARS-CoV-2 under different scenarios during the BOWG.RESULTS:Regarding SARS-CoV-2-positive cases,97.9%were imported,and 96.4%were asymptomatic.The median age was 37 years(range:29–47 years),and 73.9%were male,with the majority of cases being broadcasters and European attendees.Regarding vaccination status,93.5%were fully vaccinated,and six cases were considered to have been infected in the closed-loop system during the BOWG.Assuming that the BOWG adopted a semi-closed-loop management system,the cumulative number of confirmed cases would be 1,137 for quick quarantine measures(3 d later)implemented and 5,530 for delayed quarantine measures(9 d later)implemented.This modeling revealed that stringent pandemic prevention measures and closed-loop management effectively controlled the spread of SARS-CoV-2 during the BOWG.CONCLUSION:Imported cases are considered the main risk factor for SARS-CoV-2 transmission during mass gatherings,but a comprehensive closed-loop system could minimize transmission among attendees and general personnel. 展开更多
关键词 Olympic Winter games Emergency medical service SARS-CoV-2 COVID-19 Infectious disease TRANSMISSION
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Dart Games Optimizer with Deep Learning-Based Computational Linguistics Named Entity Recognition
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作者 Mesfer Al Duhayyim Hala J.Alshahrani +5 位作者 Khaled Tarmissi Heyam H.Al-Baity Abdullah Mohamed Ishfaq Yaseen Amgad Atta Abdelmageed Mohamed IEldesouki 《Intelligent Automation & Soft Computing》 SCIE 2023年第9期2549-2566,共18页
Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that... Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that are useful in processing and producing a language either in bulk or in a dialogue setting.Named Entity Recognition(NER)is a fundamental task in the data extraction process.It concentrates on identifying and labelling the atomic components from several texts grouped under different entities,such as organizations,people,places,and times.Further,the NER mechanism identifies and removes more types of entities as per the requirements.The significance of the NER mechanism has been well-established in Natural Language Processing(NLP)tasks,and various research investigations have been conducted to develop novel NER methods.The conventional ways of managing the tasks range from rule-related and hand-crafted feature-related Machine Learning(ML)techniques to Deep Learning(DL)techniques.In this aspect,the current study introduces a novel Dart Games Optimizer with Hybrid Deep Learning-Driven Computational Linguistics(DGOHDL-CL)model for NER.The presented DGOHDL-CL technique aims to determine and label the atomic components from several texts as a collection of the named entities.In the presented DGOHDL-CL technique,the word embed-ding process is executed at the initial stage with the help of the word2vec model.For the NER mechanism,the Convolutional Gated Recurrent Unit(CGRU)model is employed in this work.At last,the DGO technique is used as a hyperparameter tuning strategy for the CGRU algorithm to boost the NER’s outcomes.No earlier studies integrated the DGO mechanism with the CGRU model for NER.To exhibit the superiority of the proposed DGOHDL-CL technique,a widespread simulation analysis was executed on two datasets,CoNLL-2003 and OntoNotes 5.0.The experimental outcomes establish the promising performance of the DGOHDL-CL technique over other models. 展开更多
关键词 Named entity recognition deep learning natural language processing computational linguistics dart games optimizer
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Evolutionary games and spatial periodicity
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作者 Te Wu Feng Fu Long Wang 《Journal of Automation and Intelligence》 2023年第2期79-86,共8页
Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game ... Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game dynamics on networks except for certain limiting scenarios such as weak selection.Here we study the evolutionary dynamics of spatial games under strong selection where strategy evolution of individuals becomes deterministic in a fashion of winners taking all.We show that the long term behavior of the evolutionary process eventually converges to a particular basin of attraction,which is either a periodic cycle or a single fixed state depending on specific initial conditions and model parameters.In particular,we find that symmetric starting configurations can induce an exceedingly long transient phase encompassing a large number of aesthetic spatial patterns including the prominent kaleidoscopic cooperation.Our finding holds for any population structure and a broad class of finite games beyond the Prisoner’s Dilemma.Our work offers insights into understanding evolutionary dynamics of spatially extended systems ubiquitous in biology and ecology. 展开更多
关键词 Spatial games Evolutionary dynamics Periodic cycles Kaleidoscopic cooperation Spatial reciprocity
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The Confidentiality of Coding Video Games with Cheat Code and Bots for Cheating in a Virtual World
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作者 Samantha Gorton Olatunde Abiona 《International Journal of Communications, Network and System Sciences》 2023年第6期105-114,共10页
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam... Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest. 展开更多
关键词 Video games CONFIDENTIALITY Virtual World Cheat Code Bots PROGRAMMING
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Using Didactic Games in Teaching Mathematic
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作者 Assiye Zhelal Serkan Kaymak 《Management Studies》 2023年第1期22-30,共9页
This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of t... This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of these learning games.The study was carried out with the experimental pre-test-post-test control group design.The research team of this study is five.The class consists of 64 students.Two groups of fifth grade students were randomly assigned as experimental and control groups.According to the results,it is shown that didactic games increase students’academic achievements and are an effective tool for lecturing. 展开更多
关键词 didactic games MATHEMATICS EDUCATION controlgroup experimental group
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智能媒体视野下Riot Games的文化输出与粉丝经济
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作者 毛婉祺 《数字出版研究》 2023年第S02期95-98,共4页
在日新月异的互联网与新媒体环境中,携带着独特话语体系的粉丝文化自然而然地进入了电竞文化并重塑了围绕着电竞赛事的信息经济。身处此境的Riot Games(拳头游戏)秉持一种“去传统体育化”的理念。本文从电竞产业的用户整体情况切入,提... 在日新月异的互联网与新媒体环境中,携带着独特话语体系的粉丝文化自然而然地进入了电竞文化并重塑了围绕着电竞赛事的信息经济。身处此境的Riot Games(拳头游戏)秉持一种“去传统体育化”的理念。本文从电竞产业的用户整体情况切入,提出Riot Games依托电竞产业中厂商与用户直接联系的优势,在经营游戏及其赛事的同时还借助智能媒体进行虚拟偶像K/DA、动画剧集《英雄联盟:双城之战》等文化衍生品的生产与传播,并探讨其在“电子竞技+”模式下基于粉丝参与行为的商业模式所进行的探索与实践,以期为电子竞技文化的价值延展与电子竞技生态的可持续性发展研究提供参考。 展开更多
关键词 电子竞技 Riot games 《英雄联盟》 粉丝文化 拳头游戏
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