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Are online games good or bad for people? what do you think?

Many people have different views and reasonable statements about online games that have been developed in China for five years. However, it is worth pondering whether it has a negative or positive impact on this society and its people, and whether it has helped people's lives or hindered them. What can it bring us? It is conceivable that perhaps no one can easily tell the reason. That's because there is no definite answer to this question involving sociology and humanities. The development of online games, a new industry, has been widely popularized in Chinese mainland since 1999, and it is only five years now. But in the history of the world, online games are not much later than computer games and TV games. 1969, the world's first online game "Space Wars" appeared. Online games have developed from the initial free and non-cross-system operation to the current charging, sustainable and cross-system operation stage. MUD game, which first appeared in Chinese mainland, can be regarded as the mature stage of online games. What is constantly developing is the update of expression, from text to graphics, from 2D to 3D. At the same time, online games have experienced many hardships in recent years. From the government's policy restrictions to the rout of various online game manufacturers. Of course, in this process, online games also set a record and many miracles. Such as; The Lianzhong game, which created the Guinness World Record for online games, is a legend with an amazing number of users, a Chinese odyssey under Ding Lei, the richest man in China, a miracle leading the game screen revolution, a sailing century with advanced technology and brand-new ideas, and the most anticipated World of Warcraft. Today, it has become the fashion of this society, and the leisure and entertainment of this society has become the talk of young people on their way home and at parties. Has quietly entered our lives, solidified in our lives and become a part of young people. The Big Gold Mine in the Mist Since Chen Tianqiao acted as the agent of Korean game legend to interpret the myth of getting rich overnight, online games have become a "cash cow" in the hands of merchants. In a short period of time, from several online games such as Legend, Dragon and Stone Tools, it has developed into hundreds of online games such as Paradise, Dream and Nautical Times. According to IDC market analysis report, online games increased from 965.438 billion yuan in 2002 to 8.34 billion yuan in 2006. During this period, for the market and social economy, it brought us economic benefits that cannot be underestimated. Under this economic benefit, the state also supports the development of national online games at an unprecedented height. This year1October 4th, 65438, "China International Digital Interactive Entertainment Industry Summit Forum" was held in Shanghai. At the same time, "China International Digital Interactive Entertainment Products and Technology Application Exhibition" also opened in Shanghai. It was learned from the summit forum that the state will start the "China National Online Game Publishing Project" with an investment of 1 billion to 2 billion yuan. As early as the beginning of this year, it was reported that the Ministry of Science and Technology was preparing to set up a project for online games and put online game technology research and development into the 863 plan. Fu Ou, director of the 863 Division of the Development Planning Department of the Ministry of Science and Technology, explained why online games were included in the national scientific research plan: "Online games are the fastest growing and most promising industry in the software industry. Whether from a strategic point of view or a market point of view, online games have become one of the most potential industries in China. If China gives up, foreign game companies will flock in. In order to prevent such a large market from being monopolized by foreign companies, the national government decided to invest in independent research and development. " Under the various plans and strong terms of the government, from the introduction of games to the operation of games, and now to the development of self-developed games. What's more, driven by the rapid development of China's information field, the game technology developed by China is slowly approaching the world-class level, which is not bad or even better than the games imported from abroad. Such as; Netease's Dream has more than100000 online users, and Jinshan's Sword Net has about 200000 online users, with the number of registered users reaching150000. The most eye-catching is the "Sailing Century" of the game snail, which not only made a great breakthrough in the field of technology and innovation, but also authorized the Korean Nine Brothers Company. In the era of rapid development of science and technology, online games not only eliminate people's depression, but also play an indelible role in the information field and social and national interests. Mozi's "the blade of evil hands" said: "If you dye it in the sky, it will be pale; If you dye it yellow, it will turn yellow; If you enter, you will change color. " Online games, a new industry, will certainly play a great role in economic benefits. But at the same time, we should also see its evil side. As a new thing, the internet is booming, but at the same time, many teenagers are addicted to the virtual world of online games, and parents are worried about it. Many people, including teachers, hate online games. For teenagers, especially the only child, they are unstable and unsociable. The three main characteristics of online games to attract teenagers are virtuality, concealment and interactivity. At the same time, it has also formed the current social fashion and popularity. As a result, many teenagers blindly pursue the trend in this virtual society, laying hidden dangers and unsafe hidden dangers for future real life. However, online games are not a "scourge". Schools, teachers and other educational institutions should cultivate young people's correct outlook on life and values. As long as they are properly guided, they can be guided to learn scientific and cultural knowledge through online games and get familiar with advanced technologies through online games, so as to get rid of the negative effects of online games and get on the right track. At the same time, those R&D companies that are eager to develop at present should also strengthen their own game connotations to eliminate the hidden dangers of this society. Avoid unnecessary negative content such as pornography and violence, and strengthen interesting and cultural elements in leisure and entertainment. Speaking of which, I very much agree with Orange's game "Giant Merchant", which is a business-based game. By playing games, you can learn the price difference of goods and the concept of business group in various business processes. There is also the Navigation Century developed by Game Snail Company. This game not only adopts leading technology in graphics, technology and other aspects, but also. The content innovation part has a very strong cultural charm. Such as; In the trading system, there are not only price difference transactions, but also the real origin distribution of goods, the map based on16th century real world map, city drawing and so on. Will benefit those users in the process of the game. I hope other domestic R&D companies can guide and pay attention to users in this way. In fact, it is not the most important thing to ask what online games can bring to people. However, I hope that while paying attention to fashion trends, economic benefits and entertainment consumption, you'd better also consider how to define social orientation. Because online games are just an entertainment product driven by people. So don't ask what you can get from it. Ask yourself what you want it to bring you. This is the final answer. What can it bring to people? Many people have different views and reasonable statements about online games that have been developed in China for five years. However, it is worth pondering whether it has a negative or positive impact on this society and its people, and whether it has helped people's lives or hindered them. What can it bring us? It is conceivable that perhaps no one can easily tell the reason. That's because there is no definite answer to this question involving sociology and humanities. The development of online games, a new industry, has been widely popularized in Chinese mainland since 1999, and it is only five years now. But in the history of the world, online games are not much later than computer games and TV games. 1969, the world's first online game "Space Wars" appeared. Online games have developed from the initial free and non-cross-system operation to the current charging, sustainable and cross-system operation stage. MUD game, which first appeared in Chinese mainland, can be regarded as the mature stage of online games. What is constantly developing is the update of expression, from text to graphics, from 2D to 3D. At the same time, online games have experienced many hardships in recent years. From the government's policy restrictions to the rout of various online game manufacturers. Of course, in this process, online games also set a record and many miracles. Such as; The Lianzhong game, which created the Guinness World Record for online games, is a legend with an amazing number of users, a Chinese odyssey under Ding Lei, the richest man in China, a miracle leading the game screen revolution, a sailing century with advanced technology and brand-new ideas, and the most anticipated World of Warcraft. Today, it has become the fashion of this society, and the leisure and entertainment of this society has become the talk of young people on their way home and at parties. Has quietly entered our lives, solidified in our lives and become a part of young people. The Big Gold Mine in the Mist Since Chen Tianqiao acted as the agent of Korean game legend to interpret the myth of getting rich overnight, online games have become a "cash cow" in the hands of merchants. In a short period of time, from several online games such as Legend, Dragon and Stone Tools, it has developed into hundreds of online games such as Paradise, Dream and Nautical Times. According to IDC market analysis report, online games increased from 965.438 billion yuan in 2002 to 8.34 billion yuan in 2006. During this period, for the market and social economy, it brought us economic benefits that cannot be underestimated. Under this economic benefit, the state also supports the development of national online games at an unprecedented height. This year1October 4th, 65438, "China International Digital Interactive Entertainment Industry Summit Forum" was held in Shanghai. At the same time, "China International Digital Interactive Entertainment Products and Technology Application Exhibition" also opened in Shanghai. It was learned from the summit forum that the state will start the "China National Online Game Publishing Project" with an investment of 1 billion to 2 billion yuan. As early as the beginning of this year, it was reported that the Ministry of Science and Technology was preparing to set up a project for online games and put online game technology research and development into the 863 plan. Fu Ou, director of the 863 Division of the Development Planning Department of the Ministry of Science and Technology, explained why online games were included in the national scientific research plan: "Online games are the fastest growing and most promising industry in the software industry. Whether from a strategic point of view or a market point of view, online games have become one of the most potential industries in China. If China gives up, foreign game companies will flock in. In order to prevent such a large market from being monopolized by foreign companies, the national government decided to invest in independent research and development. " Under the various plans and strong terms of the government, from the introduction of games to the operation of games, and now to the development of self-developed games. What's more, driven by the rapid development of China's information field, the game technology developed by China is slowly approaching the world-class level, which is not worse than or even better than the games imported from abroad. Such as; Netease's Dream has more than100000 online users, and Jinshan's Sword Net has about 200000 online users, with the number of registered users reaching150000. The most eye-catching is the "Sailing Century" of the game snail, which not only made a great breakthrough in the field of technology and innovation, but also authorized the Korean Nine Brothers Company. In the era of rapid development of science and technology, online games not only eliminate people's depression, but also play an indelible role in the information field and social and national interests. Mozi's "the blade of evil hands" said: "If you dye it in the sky, it will be pale; If you dye it yellow, it will turn yellow; If you enter, you will change color. " Online games, a new industry, will certainly play a great role in economic benefits. But at the same time, we should also see its evil side. As a new thing, the internet is booming, but at the same time, many teenagers are addicted to the virtual world of online games, and parents are worried about it. Many people, including teachers, hate online games. For teenagers, especially the only child, they are unstable and unsociable. The three main characteristics of online games to attract teenagers are virtuality, concealment and interactivity. At the same time, it has also formed the current social fashion and popularity. As a result, many teenagers blindly pursue the trend in this virtual society, laying hidden dangers and unsafe hidden dangers for future real life. However, online games are not a "scourge". Schools, teachers and other educational institutions should cultivate young people's correct outlook on life and values. As long as they are properly guided, they can be guided to learn scientific and cultural knowledge through online games and get familiar with advanced technologies through online games, so as to get rid of the negative effects of online games and get on the right track. At the same time, those R&D companies that are eager to develop at present should also strengthen their own game connotations to eliminate the hidden dangers of this society. Avoid unnecessary negative content such as pornography and violence, and strengthen interesting and cultural elements in leisure and entertainment. Speaking of which, I very much agree with Orange's game "Giant Merchant", which is a business-based game. By playing games, you can learn the price difference of goods and the concept of business group in various business processes. There is also the Navigation Century developed by Game Snail Company. This game not only adopts leading technology in graphics, technology and other aspects, but also. The content innovation part has a very strong cultural charm. Such as; In the trading system, there are not only price difference transactions, but also the real origin distribution of goods, the map based on16th century real world map, city drawing and so on. Will benefit those users in the process of the game. I hope other domestic R&D companies can guide and pay attention to users in this way. In fact, it is not the most important thing to ask what online games can bring to people. However, I hope that while paying attention to fashion trends, economic benefits and entertainment consumption, you'd better also consider how to define social orientation. Because online games are just an entertainment product driven by people. So don't ask what you can get from it. Ask yourself what you want it to bring you. This is the final answer.