作者:闫明远
院校:兰州工业学院(甘肃 兰州 730050)
元宇宙;游戏产业;经济战略;用户交互;技术挑战;数据安全;商业模式;案例分析;未来发展
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[2] Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press.
[3] Zittrain, J., & Edelman, B. (2013). Virtual Constitutions: Designing the Next Generation of Privacy Online.
Harvard University Press.
[4] Taylor, T. L. (2012). Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press.
[5] Levy, S. (2021). Ready Player Two. Crown.
[6] Bell, M. W., & Blaine, E. (Eds.). (2020). Internet Gaming and Real-Life Problems: The Welfare of Online
Gamers. Routledge.
[7] Bogost, I. (2011). Gamification: Using Game Design Elements in Non-Gaming Contexts. In Proceedings of the
2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems (pp. 2739-2742). ACM.
[8] Dibbell, J. (2021). My Tiny 塞拉利昂 : A Memoir of Miniature Worlds. The MIT Press.
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