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如何写美国Communication essay?-Communication research paper

时间:2019-05-05 15:26来源:未知 作者:anne 点击:
Exercise 1: Books书籍 沃尔特惠特曼 Walter Whitman 2014年6月30日 June 30, 2014 随着计算机和手机上许多精彩应用的发展,电子游戏在这些日子里变得越来越流行。视频游戏可以分为几类。有些视频游戏很
Exercise 1: Books书籍
沃尔特惠特曼
Walter Whitman
2014年6月30日
June 30, 2014

随着计算机和手机上许多精彩应用的发展,电子游戏在这些日子里变得越来越流行。视频游戏可以分为几类。有些视频游戏很暴力,有些则很适合玩游戏。暴力射击游戏在?#34892;?#20013;很受欢迎,这些游戏最受玩家欢迎。作为一名大学生,?#19994;?#22823;多数男同学都?#19981;?#29609;“魔兽世界”,包括我在内。我总是自?#21644;?ldquo;魔兽世界”或者?#27425;业?#26379;友玩。这场比赛是非常令人兴奋的,并且必须随时保持冷静的心态,因为危险是普遍存在的,并且可能突然发生,导致游戏结束。视频游戏可以反映人们在玩游戏时的心态(Egan,2002)。?#26377;?#29702;学的角度来看,玩视频游戏可以在?#25345;?#31243;度上表达?#25345;?#24577;度。
Video games become more and more popular among these days with the development of many wonderful applications on computer and on cellphone. The video games can be divided into several categories. Some video games are violent, while some are tender for playing. The violent shooting games are popular among males, which have been played most by them. As a college student, most of my male classmates enjoy playing the “World of Warcraft”, me included. I always play “World of Warcraft” by myself or watch my friends to play. This game is very exciting and have to keep cool mind at any time, for the danger are prevalent and may happen suddenly to lead to game over in the process. Video games can reflect the mindset of people when playing the games(Egan, 2002). Playing the video games can express some kinds of attitude to some degree from the aspect of psychology. 
“魔兽世界”是一种在线暴力游戏。它可以提供虚拟社交社区,使游戏玩家能够毫不犹豫地做出决定,让人们信?#20301;?#25298;绝。它还可以让游戏玩家引领虚拟团队取得成功。在“魔兽世界”游戏中,角色被设置为五种不同的基本属性,例如力量,敏捷性,耐力,智力,精神和掌握。游戏中有许多战斗,需要耐心和技能才能达到目标。力量可以影响短距离的攻击,这可以决定战斗力。耐力对于影响角色和宠物的生命价值也非常重要。每个方面都有各种各样的效果。在这个视频游戏的虚拟世界中,有必要将注意力集中在战斗上,否则游戏最?#25112;?#22833;败。
The “World of Warcraft”is a kind of violent games online. It can offer the virtual social communities, which enables the game players to make decision without any hesitation on the people to trust or reject. It can also make the game players to lead a virtual group to achieve success. In the “World of Warcraft” game, the roles has been set into five different kinds of basic properties, such as strength, agility, stamina, intellect, spirit, and mastery. There are many battles in the game, which needs the patience and skills to reach the goals. The strength can influence the attacks in a short distance, which can decide the fighting strength. The stamina is also very important in affecting the life value of the roles and pets. Every aspecthas various kinds of effects. In the virtual world of this video game, it is necessary to focus the attention on the battle, or the game will end up with failure. 
“魔兽世界”游戏在大学生和社会上的年轻工人中很受欢迎。对于学生来说,学校生活有时可能过于沉闷,所以他们往往沉迷于视频游戏,以使自己在?#25345;?#31243;度上感到充满激情和快乐。这种视频游戏充满了挑战和智慧。年轻员工有时可能会对工作感到很大的压力,所以他们玩这个游戏来重温他们在暴力虚拟世界中的感受(Fitzsimmons,2014)。这个游戏适合人们展示自己或切除战?#20998;?#30340;技能。虽然视频游戏只是为玩家提供虚拟社区,但在?#25345;?#31243;度上它在现实世界中?#24425;?#26377;价值的,因为现实世界也充满了复杂的社交关系。为了成功或盈利,许多人将采用任何手段来实现目标。因此,电子游戏在现实社会中也有一些社会意义。
The “World of Warcraft” game is popular among college students and the young workers in society. For students, the school life sometimes may be too dull, so they tend to be addicted to video games to make themselves feel passionate and happy to some extent. This kind of video games is full of challenges and intellect. The young employees sometimes may feel much pressure in their work, so they play this game to relive their feelings in violent virtual world(Fitzsimmons, 2014). This game is suitable for people to show themselves or excise the skills in fighting in the battles. Although the video games just offer a virtual community to the players, it can also be valuable in the real world to some degree, for the real world is also full of complex social relationships. In order to succeed or make profit, many people will employ any means to achieve the goal. Therefore, the video games also have some social meanings in real society. 

 

Reference:
Egan, D., 2002, “The entertainment of video games”, International Journal of Contemporary Games, vol. 14, no. 2, pp. 65-71.
Fitzsimmons, 2014, Games Development: operations, strategy, information technology, McGraw-Hill International.


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