研究生科技英语阅读课文翻译对照(58)
2023-04-24 来源:飞速影视
To test that theory, Gackenbach conducted a 2008 study with 35 males and 63 females, and used independent assessments that coded threat levels in after-dream reports. She found that gamers experienced less or even reversed threat simulation (in which the dreamer became the threatening presence), with fewer aggression dreams overall.
为证明这一理论,Gackenbach在2008年进行了有35男63女的研究,并使用了独立评估,评估在梦醒后报告里为威胁水平进行编码。她发现,游戏玩家经历的威胁模拟(在威胁模拟中,做梦的人变成了威胁者)更少,甚至是相反的,总体上有侵略性的梦也更少。
In other words, a scary nightmare scenario turned into something "fun" for a gamer.
换句话说,可怕的噩梦轩变成了对于玩家“有意思”的事情。
"What happens with gamers is that something inexplicable happens," Gackenbach explained. "They don"t run away, they turn and fight back. They"re more aggressive than the norms."
“玩家身上发生的事情是令人费解的”,Gackenbach解释说,“他们不会逃跑,而是转过来反击。他们比其它人更具侵略性”。
Levels of aggression in gamer dreams also included hyper-violence not unlike that of an R-rated movie, as opposed to a non-gamer PG-13 dream.
玩家梦里的侵略水平也包括与R级电影(译注:美国电影分级R级:限制级,17岁以下必须由父母或者监护陪伴才能观看。该级别的影片包含成人内容,里面有较多的性爱、暴力、吸毒等场面和脏话。)里的不同高暴力,也与非游戏玩家的PG-13(译注:美国电影分级PG-13 级:特别辅导级,13岁以下儿童尤其要有父母陪同观看,一些内容对儿童很不适宜——粗口、毒品及部分性内容)梦不同。
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