51单片机可以晚电子游戏吗

Late in July, Joe Rogan made a comment on video games in episode #1514 of his prolific podcast The Joe Rogan Experience. He said:

L 的七月德,乔·罗根在他的多产的播客乔Rogan的经验情节#1514发视频游戏评论。 他说 :

“Video games are a real problem. They’re a real problem. And do you know why? Because they’re fucking fun… You do them, and they’re real exciting, but you don’t get anywhere.”

电子游戏是一个真正的问题。 他们是一个真正的问题。 你知道为什么吗? 因为它们很有趣……您做到了,它们真的很令人兴奋,但您却一无所获。”

For those of you who don’t know, The Joe Rogan Experience is one of the world’s most listened to podcasts, being downloaded around 200 million times a month and raking in $30 million annually. He was speaking to Joe De Sena, a long-distance athlete, entrepreneur, and founder of the Spartan Race as well as co-founder of the Death Race. Joe Rogan received a fair amount of flack for his thoughts, but more importantly this comment in particular reignited an age-old debate: are video games a waste of time?

对于不认识的人来说, “ Joe Rogan体验”是世界上收听量最大的播客之一,每月下载约2亿次,每年收入3000万美元。 他正在与长跑运动员,企业家,斯巴达人种族的创始人,死神种族的共同创始人乔·德·塞纳 ( Joe De Sena )交谈。 乔·罗根(Joe Rogan)的想法引起了很多反响,但更重要的是,这一评论尤其引起了人们的争论: 电子游戏是在浪费时间吗?

Recently I completed the wildly ambitious Naughty Dog epic The Last of Us Part II. As the credits were rolling, I felt a roller coaster of emotions. Along with the typical bitter sweet “what now?” that beating a game brings, I felt frustrated, elated, repulsed, hollow, and fulfilled all at the same time. Most essentially, however, I felt cold, like the characters I had come to love and spend hours of my life with, who I understood and — to my occasional horror — connected with had their stories close out in a bitter and realistic grey as opposed to the cheery, bright apricot rays of the sun or the raven void of objective evil. Instead, it very well may have ended in a fashion comparable to real life. Articles and essays have been written breaking down the different aspects of the story telling genius that surrounds the game. The rest of my day was personally mentally filled with the tales spun to me throughout The Last of Us Part II’s 40 hour runtime. I thought about the consequences and implications of that video game on and off for days, replaying scenarios in my head and yearning for an opportunity to run through it again to soak in everything I missed. So, does that mean that the 40 hours I spent in virtual Seattle (and subsequently the 40 hours of those around me who watched the entire thing) were wasted? Well, that depends on your perspective.

最近,我完成了野心勃勃的顽皮狗史诗《最后的我们》第二部分。 随着学分的滚动,我感到情绪过山车。 加上典型的苦涩甜味“现在做什么?” 击败游戏带来的乐趣,让我同时感到沮丧,兴高采烈,反感,空洞并充实。 但是,最本质的是,我感到冷漠,就像我爱上并度过了几个小时的角色一样,我理解并且与(有时偶有的恐惧)联系在一起时,他们的故事以痛苦而现实的灰色结尾,而不是相反令人愉悦的是,明亮的杏子阳光或客观邪恶的乌鸦洞。 相反,它很可能以与现实生活相当的方式结束了。 撰写文章和散文时 ,围绕游戏讲述了天才故事的不同方面。 在我的余下的时间里,我个人在整个《 Last of Us Part II》的 40小时运行过程中都充满了故事。 我想了好几天,断断续续地想着这个视频游戏的后果和影响,脑海重播场景,渴望有机会再次经历它,沉浸在我错过的一切中。 那么,这是否意味着我在虚拟西雅图度过的40个小时(以及随后在我周围观看整件事的40个小时)被浪费了? 好吧,这取决于您的观点。

Photo by Ben on Unsplash.
Ben在Unsplash上的照片 。

There’s plenty of impartial benefits playing video games brings you (I’ve written articles on some of them) but if you look hard enough, you’ll always be able to find information that fits the narrative you want. If you look at the economic impact video games have had, especially in recent years, you could even make the argument that gaming brings in billions of dollars every year, thus stimulating the economy and being beneficial to society. Along with this, the games industry has over 2,400 companies, creating over 200,000 jobs. Economically speaking, video gaming is a powerhouse that’s only predicted to grow in the coming years. However, I don’t think that’s what Joe Rogan — or most people who bring up the “waste of time” argument — are implying. The emphasis would most likely be put on the typical gaming stereotype: unemployed overweight men in their parent’s basements pwning noobz and generally not contributing to the betterment of society, instead content to live in their virtual worlds and allow life to pass them by without so much as a second thought. Or perhaps the new-age “Fortnite kids,” who insist on staying inside and building towers in Fortnite instead of going outside and playing with their friends. While those individuals exist, it doesn’t seem to be true for your average video game enthusiast. There’s over 2.5 billion gamers around the globe, meaning approximately 32% of the world plays video games in some capacity. Of those, there are business owners, entrepreneurs, rich people, poor people, celebrities, professional athletes, blue collar workers, stock brokers, you name it. Joe Rogan himself is documented as having an obsession with Quake in his younger years, and despite being legitimately addicted to video games, he still managed to create a podcasting empire and amass himself a net worth of $100 million. Gaming is no longer a nerds’ only domain, and those who operate within it have varying levels of what we have determined to be success.

玩视频游戏可以带来很多不偏不倚的好处(我已经为其中一些写过文章 ),但是如果您看上去足够努力,那么您将始终能够找到适合您想要的叙述的信息。 如果你看对经济的影响视频游戏有,特别是近几年,你甚至可以使论点,即游戏中的数十亿美元带来每年 ,从而刺激经济,并成为对社会有益。 与此同时,游戏行业拥有超过2,400家公司,创造了超过200,000个就业机会。 从经济上讲,视频游戏是一个强大的力量,预计仅会在未来几年内增长。 但是,我认为这并不是乔·罗根(Joe Rogan)或大多数提出“浪费时间”论据的人所暗示的意思。 重点很可能会放在典型的游戏刻板印象上:失业的超重男性在父母的地下室里拥有noobz,通常不会为改善社会做出贡献,而是满足于生活在虚拟世界中,让生活过得不那么快再考虑一下。 或者也许是新时代的“ Fortnite孩子”,他们坚持留在Fortnite内并在其内建造塔楼,而不是出门在外与朋友玩耍。 尽管这些人存在,但对于您的普通视频游戏发烧友来说似乎并非如此。 全球有超过25 亿游戏玩家,这意味着约32%的世界玩电子游戏。 其中有企业主,企业家,有钱人,穷人, 名人, 职业运动员 ,蓝领工人,股票经纪人。 据记载,乔·罗根(Joe Rogan)本人在年轻时就迷恋于《 雷神之锤(Quake)》 ,尽管他依旧沉迷于视频游戏,但他仍然设法建立了一个播客帝国,并积累了1亿美元的净资产。 游戏不再是书呆子的唯一领域,在其中从事游戏的人对我们确定要成功的水平有不同的了解。

The emphasis would most likely be put on the typical gaming stereotype: unemployed overweight men in their parent’s basements pwning noobz and generally not contributing to the betterment of society, instead content to live in their virtual worlds and allow life to pass them by without so much as a second thought.

重点很可能会放在典型的游戏刻板印象上:失业的超重男性在父母的地下室里拥有noobz,通常不会为改善社会做出贡献,而是满足于生活在虚拟世界中,让生活过得不那么快再考虑一下。

Jonathan Averstedt.Jariothan Averstedt) 。

Gaming has become the biggest entertainment industry in the United States by a pretty significant margin. If an individual is a cinefile, spending their days attending as many big screen events as possible, wiling their free time hours away by watching all the films they possibly could, they would be considered a “movie lover.” If they took the time analyzing every painstaking detail, highlighting, dissecting, and loving every ounce put into production, the conversation would go no further than, “they really enjoy cinema.” The same goes for music, or traditional art. I believe the reason for this is because these more conventional forms of entertainment have been established as a legitimate art form: the amalgamation of creativity realized in tangibility.

游戏业已成为美国最大的娱乐业。 如果一个人是电影档案,花一天时间参加尽可能多的大屏幕活动,通过观看可能的所有电影浪费自己的业余时间,他们将被视为“电影爱好者”。 如果他们花时间分析每一个细致入微的细节,突出显示,剖析和热爱投入生产的每盎司盎司,那么谈话的内容便是“他们真的很喜欢电影”。 音乐或传统艺术也是如此。 我相信这是因为这些更传统的娱乐形式已经被确立为合法的艺术形式:以有形的方式实现创造力的融合。

There’s over 2.5 billion gamers around the globe, meaning approximately 32% of the world plays video games in some capacity. Of those, there are business owners, entrepreneurs, rich people, poor people, celebrities, professional athletes, blue collar workers, stock brokers, you name it.

全球有超过25 亿游戏玩家,这意味着约32%的世界玩电子游戏。 其中有企业主,企业家,有钱人,穷人, 名人, 职业运动员 ,蓝领工人,股票经纪人。

Games, on the other hand, still carry some weight of the past, with many still holding the sentiment that gaming is made for children, or as mentioned before, lazy people with no motivation or drive. Art is subjective, as something one person finds as art may be contested by another as not, but speaking as objectively as possible, games simply fit the bill. The most succinct definition of art I could find was this; “Art is often considered the process or product of deliberately arranging elements in a way that appeals to the senses or emotions. It encompasses a diverse range of human activities, creations and ways of expression, including but not limited to music, literature, film, sculpture and paintings.” Ask any gamer if they’ve felt emotions during a video game, and they’ll have a dozen examples at the ready of how this cutscene or that character made them feel. Games explore the human psyche, with the likes of Hellblade: Senua’s Sacrifice attempting to demonstrate the fragility of grief. Or Undertale, showing us our predilection to violence. The list is nearly endless of gaming experiences that have brought gamers emotional turmoil, peace, sadness, happiness, and all emotions in between. As far as traditional art is concerned, gaming landscapes must be sketched and painted before they can be designed. Characters go through countless design iterations, mostly by hand, with ideas being bounced off several artists to make their visions a reality.

另一方面,游戏仍然具有过去的影响力,许多人仍然认为游戏是为儿童制作的,或者如前所述,懒惰的人没有动力或动力。 艺术是主观的,就像一个人发现的东西可能不会被另一个人争夺一样,但要尽可能客观地讲,游戏完全符合要求。 我能找到的最简洁的艺术定义是: “艺术通常被认为是一种以吸引感官或情感的方式故意安排元素的过程或产品。 它涵盖了各种各样的人类活动,创作和表达方式,包括但不限于音乐,文学,电影,雕塑和绘画。” 询问任何游戏玩家在视频游戏中是否感到情绪激动,他们将准备许多例子来说明这种过场动画或角色如何使他们感到。 游戏探索人类的心理,例如《 地狱之刃:塞努阿的牺牲》试图证明悲伤的脆弱性。 或是Undertale ,向我们展示了我们对暴力的偏爱。 这份清单几乎是无穷无尽的游戏经历,这些经历使游戏玩家产生了情绪动荡,和平,悲伤,幸福以及介于两者之间的所有情感。 就传统艺术而言,在设计游戏景观之前必须先对其进行素描和绘画。 角色经历了无数次设计迭代,大部分是手工完成的,其中的想法被多位艺术家反弹以使他们的愿景变为现实。

As for sculpting, what is 3D design and animation if not just using modern technology to sculpt our masterpieces? Michelangelo may have his David, but the modern magnum opus may take the shape of the breathtaking vistas in Sucker Punch’s excellent Ghost of Tsushima (which is being used to boost Japanese tourism, by the way), or the strange alien worlds of Hello Games’ No Man’s Sky. This speaks nothing of the writing, with stories sometimes taking years to come to fruition. These emotions are felt because gamers are given direct control over the world’s in which they reside. As you watch a movie, you’re a passive observer of the events on screen. With a controller in your hands, however, the weight of the decisions fall on you, the player, even if you have no choice in what your character does on screen. I believe this direct link to the events transpiring on screen creates an environment that focuses on emotional investment, thus creating a more emotional outcome.

至于雕刻,如果不仅仅使用现代技术来雕刻我们的杰作,什么是3D设计和动画? 米开朗基罗可能有他的大卫,但现代的代表作可以采取抽油杆冲的对马岛的优秀 (壮丽景观的形状正被用于提高日本旅游的方式),或喂游戏的陌生的外星世界没有人的天空 。 这一点都谈不上写作,有时候故事要花费数年才能实现。 之所以能感受到这些情绪,是因为游戏者可以直接控制他们所居住的世界。 观看电影时,您是屏幕上事件的被动观察者。 然而,即使您没有选择角色在屏幕上所做的事情,但是如果您掌握了控制器,那么决策的重担就落在了您(玩家)身上。 我相信,这种与屏幕上发生的事件的直接联系创造了一个专注于情感投资的环境,从而创造了更加情感化的结果。

Michelangelo may have his David, but the modern magnum opus may take the shape of the breathtaking vistas in Sucker Punch’s excellent Ghost of Tsushima (which is being used to boost Japanese tourism, by the way), or the strange alien worlds of Hello Games’ No Man’s Sky.

米开朗基罗可能有他的大卫,但现代的代表作可以采取抽油杆冲的对马岛的优秀 (壮丽景观的形状正被用于提高日本旅游的方式),或喂游戏的陌生的外星世界没有人的天空

Hellblade: Senua’s Sacrifice. Source: Wallpaper Cave.
地狱之刃:塞努阿的牺牲。 资料来源:Wallpaper Cave。

Games aren’t solely artistic endeavors, however. There are some individuals who play strictly sports games, or competitive games like League of Legends or Call of Duty. While I would argue that the artistic angle can apply to these games as well (massive teams of creatives are still expected to work on them) the competitive aspect is significantly beneficial. They’re shown to promote pro-social behavior, increase teamwork, and skill development. On top of this, there’s plenty of people who play these games for a living. Joe Rogan actually mentioned this after his comment, lamenting that it’s possible and a legitimate job. Streamers, YouTubers, and eSports players are all recognized vocations that have the potential to bring in millions of dollars. It’s difficult to become popular enough in these fields to bring in a livable wage, but to ignore the idea that video games have become a sustainable possibility would be naive.

但是,游戏不仅仅是艺术上的努力。 有些人严格执行体育游戏或竞技游戏,例如《英雄联盟》或《 使命召唤》 。 尽管我认为艺术角度也适用于这些游戏(仍然需要庞大的创意团队),但竞争方面却大有裨益。 他们被证明可以促进亲社会行为,增加团队合作和技能发展。 最重要的是,有很多人以玩这些游戏为生。 乔·罗根(Joe Rogan)在发表评论后实际上提到了这一点,感叹这是可能的并且是合法的工作。 飘带,YouTuber和电子竞技玩家都是公认的职业,有可能带来数百万美元的收入。 要在这些领域变得足够受欢迎以赚取可维持的薪水是很困难的,但是忽略视频游戏已成为可持续可能性的想法将是幼稚的。

That being said, it would be equally as naive to feign the problems that are associated with video games. Too much gaming can lead to chronic health problems due to their stationary nature. Obesity, and all the issues that come along with it, can be a symptom of too much game time and not enough exercise, especially in children. Video game addiction can also be a problem, described as the problematic, compulsive use of video games that results in significant impairment to an individual’s ability to function in various life domains over a prolonged period of time. Game addiction affects no more than 3% of gamers worldwide, but it’s on the rise, and is still a genuine problem for millions of people. However, the same sentiment can be said for many pursuits people consider “productive.” Exercise addiction, for example, can occur when an individual is so obsessed with exercise they continue it despite it causing physical and emotional harm. As with many addictive activities, monitoring your time and keeping yourself in check is the best way to prevent the addiction. Video games are just another addition in the long list of undertakings sporting the phrase, “moderation is key.”

话虽如此,假装与视频游戏相关的问题同样幼稚。 过多的游戏会因其静止特性而导致慢性健康问题。 肥胖以及随之而来的所有问题都可能是游戏时间过多,运动不足的症状 ,尤其是在儿童中。 视频游戏成瘾也可能是一个问题,被描述为视频游戏的问题性,强迫性使用,会导致个人在较长时期内在各种生活领域中正常工作的能力受到严重损害。 游戏成瘾影响全球的游戏玩家不超过3% ,但这种情况正在上升,对于成千上万的人来说仍然是一个真正的问题。 但是,对于人们认为“富有成效的”许多追求,可以说出相同的观点。 例如,当一个人沉迷于运动后,尽管会造成身体和情感上的伤害,他们仍会继续运动,就会发生运动成瘾 。 与许多上瘾的活动一样,监视自己的时间并控制自己是防止上瘾的最好方法。 电子游戏只是一长串带有“节制才是关键”这一短语的企业中的又一个补充。

Michael Lanning.Michael Lanning撰写 。

At the end of the day, what is and isn’t a waste of time is pretty subjective. Someone who’s engrossed in sports may find painting a waste of time, and a painter may find sports meaningless. While I believe that Joe Rogan’s take on video games is an antiquated and quite frankly false statement, I can understand why someone with his background may find them to be a waste of time. For me, gaming is an enjoyable way to appreciate the culmination of effort from teams of talented artists, designers, developers, writers, and story tellers. It’s interactive entertainment quite unlike anything else in human history, and hey, if it makes you happy and it isn’t hurting anyone, can it really be a waste of your time?

归根结底,浪费时间和不浪费时间是非常主观的。 一个全神贯注于运动的人可能会发现绘画浪费时间,而画家可能会发现运动毫无意义。 虽然我认为Joe Rogan从事电子游戏是一种过时且坦率的虚假陈述,但我可以理解为什么有他背景的人可能会发现它们浪费时间。 对我而言,游戏是一种欣赏由才华横溢的艺术家,设计师,开发人员,作家和故事讲述者组成的团队所付出的努力的令人愉快的方式。 它是一种互动娱乐,完全不同于人类历史上的其他任何事物,而且,嘿,如果它能让您开心并且没有伤害任何人,那么真的会浪费您的时间吗?

Hello everyone! Thank you for reading. I’m actually a pretty big Joe Rogan fan and don’t harbor any ill will towards him because he isn’t a supporter of video games, but I’m curious what everyone thinks about his comments!

大家好! 感谢您的阅读。 我实际上是乔·罗根(Joe Rogan)的忠实粉丝,并且对他不抱任何恶意,因为他不是视频游戏的支持者,但我很好奇每个人对他的评论有何看法!

Jared McCarty

贾里德·麦卡蒂(Jared McCarty)

Header image by Manny Moreno on Unsplash.
标题图片由Manny Moreno在Unsplash上制作 。

翻译自: https://medium.com/super-jump/are-video-games-a-waste-of-time-5297195c7d39

51单片机可以晚电子游戏吗


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