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双语阅读|VR游戏或对玩家造成伤害

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Virtual reality (VR) offers huge opportunities for new gaming experiences, but there are fears the technology has the potential to traumatize audiences.

虚拟现实(VR)技术为创造新的游戏体验提供了巨大的机会,但是,人们对这项技术给玩家带来的潜在创伤有些担忧。


Several VR devices, including the Oculus Rift, have launched in 2016, with more to come. The technology will allow games developers to create much more immersive experiences, according to Jason Kingsley, CEO of British video game developer Rebellion.

2016年,包括Oculus Rift在内的众多虚拟现实产品接连打入市场。英国游戏开发商Rebellion首席执行官杰森·金斯利(Jason Kingsley)表示,这项技术让游戏公司能够开发沉浸式体验更强的游戏。


"Every form of entertainment up to this point, you have been an observer. With computer games you become the protagonist, but that only takes you so far. VR makes you no longer just a participant in terms of watching but you are present in this story," he told CNBC in a phone interview.

接受CNBC新闻网站电话采访时他表示:“目前为止的娱乐形式用户一直都只是看官。即使是电脑游戏,充其量也只是让玩家扮演游戏主角。然而虚拟现实技术让玩家直接走进游戏里面的世界。”


"The trouble is that means it's more intense. You're surrounded by it and immersed in it. Suddenly it becomes more real rather than abstracted."

“但如此一来,一旦你被游戏场景包围并沉浸其中,这一切就突然不再抽象,变得那么真实,气氛便随之紧张起来,问题也随之而来。”


Kingsley warned that there may be problems that need to be considered when developing games and experiences for virtual reality.

金斯利警告称,开发以及体验虚拟现实游戏存在许多需要考虑的问题。


"Will a horror game give you the same physiological reactions as being in a horrific situation for real? Horror movies can be very scary or very cathartic or very terrifying, but horror VR will take it beyond that and do we want to be entertained like that?"

“恐怖游戏会不会给你带来和真实场景一样的心理反应呢?恐怖电影常常让人提心吊胆,或者让人歇斯底里,或者让人恐惧万分,但是以虚拟现实形式呈现的恐怖片子其恐怖程度更甚,我们真的想要以这种方式享受娱乐吗?”


Developing for VR is also a challenge. Kingsley confirmed that his studio doesn't allow developers to drive home for thirty minutes after being in VR. He described one developer who, after playing a VR game for four hours, had to sit down and "reload reality" because his sense of self was left behind in the game.

同样,对于开发者来说,开发虚拟现实也是一种挑战。金斯利证实,他的工作室不允许开发者在沉浸虚拟现实技术后的30分钟内开车回家。他讲述了一个开发者在连续四个小时的虚拟现实游戏之后,不得不坐下来“重新加载真实感”,因为他觉得自己还在游戏当中。


"His brain needed to adjust to the rules of the real world again," Kingsley said.

金斯利说:“他的大脑需要重新适应真实世界。”


One of Rebellion's franchises, "Sniper Elite", allows players to take control of a World War 2 sniper. A feature of the game is a "kill-cam" which tracks a bullet as it hits an enemy and shows the damage done to their body.

Rebellion的一个授权游戏“Sniper Elite”,允许玩家操控二战的狙击手。游戏的一大特色就是“猎杀摄像头”,该功能将追踪子弹的轨迹,向玩家展示子弹穿过敌人身体时的破坏过程。


"We're famous for our fairly grotesque and extreme kill-cams," he said. "The idea behind that is to emphasize what one bullet from a sniper rifle can do. It's also gory and there's a part of the demographic that loves gore.

“我们正是因猎奇与刺激的猎杀摄像而出名,”金斯利说,“这项创意就是想强调从狙击手的里出来的子弹威力有多强。这也十分血腥残酷,而有相当一部分人喜欢血腥的画面。”


Kingsley described how he was hesitant to create a VR version of "Sniper Elite."

金斯利讲述了他在创作虚拟现实版的“Sniper Elite”时的顾虑。


"We have to consider that fairly thoroughly before we start on that road because you're playing a war game and you're killing artificial people. Where does one draw the line? Will you trigger PTSD in some proportion of your players?

“我们在开始工作前得充分考虑,因为你要玩的是战争游戏,你杀死的是虚拟的人。如何确定底线?游戏会导致玩家产生创伤性精神障碍(PTSD)吗?”


"I don't want to do that. I don't want to traumatize my players and PTSD is a very, very serious issue for our modern soldiers."

“我不想这样做,不想伤害我的玩家,对现代的士兵来说,创伤性精神障碍是一个非常非常严重的问题。”


What's the solution?

解决方法是什么?


VR is not only useful for gaming, but is an efficient video marketing tool, according to Phil Nottingham, video strategist for marketing platform Wistia. He also called for game developers to be cautious.

营销平台Wistia视觉策略师菲尔·诺丁汉(Phil Nottingham)称,虚拟现实不仅在游戏方面有用,同时是款有效的视觉营销工具。他也呼吁游戏开发者要谨慎小心。


"Developers should retain a sense of responsibility towards gamers' wellbeing, as continuous hours of unbroken gameplay, whether traditional or VR-based, is not recommended by any health experts," he told CNBC in an email.

他在写给CNBC的邮件中说道:“开发者对玩家的健康应保有责任意识,连续数小时的不间断游戏不论是否是虚拟现实版,都不会被健康专家推荐。”


"One solution to prevent any detrimental effects could be to have indicators built in to the VR experience, reminding gamers to take frequent breaks."

“一种防止心理损害影响的办法是在虚拟现实体验中内置提示器,提醒玩家时不时要休息。”


Kingsley suggested that there needs to be dialogue between the games industry and regulators such as classification boards.

金斯利建议游戏产业和像分级委员会等监管者进行对话交流。


"We need guidelines. We are going to be exploring this space imminently so it would be really great to start a dialogue in this area. Is it okay to strap somebody in VR to a chair and simulate torturing them in VR? There is already a game like that and I don't want to participate in it as a game."

“我们需要标准。我们会加紧探索这个领域,因此开启领域内对话十分重要。比如,将某人困在虚拟现实的椅子上折磨他这样可行吗?现在已经有这样的游戏了,我并不希望参与到这样的游戏中。”


The line on what constitutes acceptable content is being tested. One example of questionable content was 08:46, released in October last year. Developed by a team of French students, the game recreates the events of 9/11 and follows an office worker in the North Tower of the World Trade Centre.

目前,什么样的内容能被接受已经在检测。去年10月发布的一款名为“08:46”的游戏内容有争议的。开发者为法国的学生团队,游戏重现了9·11事件,主角是一位在世贸中心北塔工作的办公室职员。


As reported by Tech Insider, the game ends with the player either suffocating from smoke or jumping from the 101st floor of the building.

据科技内幕网站称,该游戏的结局有二,玩家要么选择在浓雾中窒息要么从大楼的101层跳下。


"I'm not a big one for censorship, but I kind of know it needs to be there in the extremes," added Kingsley. "It comes down to where we draw the line."

“我不是很喜欢审查,但是我知道在极限游戏中这是必要的,”金斯利补充说,“这样我们才知道底线在哪里。”



编译:赵怡然,北京邮电大学人文学院英语系翻硕

编辑:齐磊

英文来源:CNBC

译文来源:中国日报网爱新闻iNews



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