下載App 希平方
攻其不背
App 開放下載中
下載App 希平方
攻其不背
App 開放下載中
IE版本不足
你的 IE 瀏覽器太舊了 更新 IE 瀏覽器或點選連結下載 Google Chrome 瀏覽器 前往下載

免費註冊
! 這組帳號已經註冊過了
Email 帳號
密碼請填入 6 位數以上密碼
已經有帳號了?
忘記密碼
! 這組帳號已經註冊過了
您的 Email
請輸入您註冊時填寫的 Email,
我們將會寄送設定新密碼的連結給您。
寄信了!請到信箱打開密碼連結信
密碼信已寄至
沒有收到信嗎? 點這裡重寄一次
如果您尚未收到信,請前往垃圾郵件查看,謝謝!

恭喜您註冊成功!

查看會員功能

註冊未完成

《HOPE English 希平方》服務條款關於個人資料收集與使用之規定

隱私權政策
上次更新日期:2014-12-30

希平方 為一英文學習平台,我們每天固定上傳優質且豐富的影片內容,讓您不但能以有趣的方式學習英文,還能增加內涵,豐富知識。我們非常注重您的隱私,以下說明為當您使用我們平台時,我們如何收集、使用、揭露、轉移及儲存你的資料。請您花一些時間熟讀我們的隱私權做法,我們歡迎您的任何疑問或意見,提供我們將產品、服務、內容、廣告做得更好。

本政策涵蓋的內容包括:希平方 如何處理蒐集或收到的個人資料。
本隱私權保護政策只適用於: 希平方 平台,不適用於非 希平方 平台所有或控制的公司,也不適用於非 希平方 僱用或管理之人。

個人資料的收集與使用
當您註冊 希平方 平台時,我們會詢問您姓名、電子郵件、出生日期、職位、行業及個人興趣等資料。在您註冊完 希平方 帳號並登入我們的服務後,我們就能辨認您的身分,讓您使用更完整的服務,或參加相關宣傳、優惠及贈獎活動。希平方 也可能從商業夥伴或其他公司處取得您的個人資料,並將這些資料與 希平方 所擁有的您的個人資料相結合。

我們所收集的個人資料, 將用於通知您有關 希平方 最新產品公告、軟體更新,以及即將發生的事件,也可用以協助改進我們的服務。

我們也可能使用個人資料為內部用途。例如:稽核、資料分析、研究等,以改進 希平方公司 產品、服務及客戶溝通。

瀏覽資料的收集與使用
希平方 自動接收並記錄您電腦和瀏覽器上的資料,包括 IP 位址、希平方 cookie 中的資料、軟體和硬體屬性以及您瀏覽的網頁紀錄。

隱私權政策修訂
我們會不定時修正與變更《隱私權政策》,不會在未經您明確同意的情況下,縮減本《隱私權政策》賦予您的權利。隱私權政策變更時一律會在本頁發佈;如果屬於重大變更,我們會提供更明顯的通知 (包括某些服務會以電子郵件通知隱私權政策的變更)。我們還會將本《隱私權政策》的舊版加以封存,方便您回顧。

服務條款
歡迎您加入看 ”希平方”
上次更新日期:2013-09-09

歡迎您加入看 ”希平方”
感謝您使用我們的產品和服務(以下簡稱「本服務」),本服務是由 希平方 所提供。
本服務條款訂立的目的,是為了保護會員以及所有使用者(以下稱會員)的權益,並構成會員與本服務提供者之間的契約,在使用者完成註冊手續前,應詳細閱讀本服務條款之全部條文,一旦您按下「註冊」按鈕,即表示您已知悉、並完全同意本服務條款的所有約定。如您是法律上之無行為能力人或限制行為能力人(如未滿二十歲之未成年人),則您在加入會員前,請將本服務條款交由您的法定代理人(如父母、輔助人或監護人)閱讀,並得到其同意,您才可註冊及使用 希平方 所提供之會員服務。當您開始使用 希平方 所提供之會員服務時,則表示您的法定代理人(如父母、輔助人或監護人)已經閱讀、了解並同意本服務條款。 我們可能會修改本條款或適用於本服務之任何額外條款,以(例如)反映法律之變更或本服務之變動。您應定期查閱本條款內容。這些條款如有修訂,我們會在本網頁發佈通知。變更不會回溯適用,並將於公布變更起十四天或更長時間後方始生效。不過,針對本服務新功能的變更,或基於法律理由而為之變更,將立即生效。如果您不同意本服務之修訂條款,則請停止使用該本服務。

第三人網站的連結 本服務或協力廠商可能會提供連結至其他網站或網路資源的連結。您可能會因此連結至其他業者經營的網站,但不表示希平方與該等業者有任何關係。其他業者經營的網站均由各該業者自行負責,不屬希平方控制及負責範圍之內。

兒童及青少年之保護 兒童及青少年上網已經成為無可避免之趨勢,使用網際網路獲取知識更可以培養子女的成熟度與競爭能力。然而網路上的確存有不適宜兒童及青少年接受的訊息,例如色情與暴力的訊息,兒童及青少年有可能因此受到心靈與肉體上的傷害。因此,為確保兒童及青少年使用網路的安全,並避免隱私權受到侵犯,家長(或監護人)應先檢閱各該網站是否有保護個人資料的「隱私權政策」,再決定是否同意提出相關的個人資料;並應持續叮嚀兒童及青少年不可洩漏自己或家人的任何資料(包括姓名、地址、電話、電子郵件信箱、照片、信用卡號等)給任何人。

為了維護 希平方 網站安全,我們需要您的協助:

您承諾絕不為任何非法目的或以任何非法方式使用本服務,並承諾遵守中華民國相關法規及一切使用網際網路之國際慣例。您若係中華民國以外之使用者,並同意遵守所屬國家或地域之法令。您同意並保證不得利用本服務從事侵害他人權益或違法之行為,包括但不限於:
A. 侵害他人名譽、隱私權、營業秘密、商標權、著作權、專利權、其他智慧財產權及其他權利;
B. 違反依法律或契約所應負之保密義務;
C. 冒用他人名義使用本服務;
D. 上載、張貼、傳輸或散佈任何含有電腦病毒或任何對電腦軟、硬體產生中斷、破壞或限制功能之程式碼之資料;
E. 干擾或中斷本服務或伺服器或連結本服務之網路,或不遵守連結至本服務之相關需求、程序、政策或規則等,包括但不限於:使用任何設備、軟體或刻意規避看 希平方 - 看 YouTube 學英文 之排除自動搜尋之標頭 (robot exclusion headers);

服務中斷或暫停
本公司將以合理之方式及技術,維護會員服務之正常運作,但有時仍會有無法預期的因素導致服務中斷或故障等現象,可能將造成您使用上的不便、資料喪失、錯誤、遭人篡改或其他經濟上損失等情形。建議您於使用本服務時宜自行採取防護措施。 希平方 對於您因使用(或無法使用)本服務而造成的損害,除故意或重大過失外,不負任何賠償責任。

版權宣告
上次更新日期:2013-09-16

希平方 內所有資料之著作權、所有權與智慧財產權,包括翻譯內容、程式與軟體均為 希平方 所有,須經希平方同意合法才得以使用。
希平方歡迎你分享網站連結、單字、片語、佳句,使用時須標明出處,並遵守下列原則:

  • 禁止用於獲取個人或團體利益,或從事未經 希平方 事前授權的商業行為
  • 禁止用於政黨或政治宣傳,或暗示有支持某位候選人
  • 禁止用於非希平方認可的產品或政策建議
  • 禁止公佈或傳送任何誹謗、侮辱、具威脅性、攻擊性、不雅、猥褻、不實、色情、暴力、違反公共秩序或善良風俗或其他不法之文字、圖片或任何形式的檔案
  • 禁止侵害或毀損希平方或他人名譽、隱私權、營業秘密、商標權、著作權、專利權、其他智慧財產權及其他權利、違反法律或契約所應付支保密義務
  • 嚴禁謊稱希平方辦公室、職員、代理人或發言人的言論背書,或作為募款的用途

網站連結
歡迎您分享 希平方 網站連結,與您的朋友一起學習英文。

抱歉傳送失敗!

不明原因問題造成傳送失敗,請儘速與我們聯繫!
希平方 x ICRT

「David Perry:電玩比真實人生更美好?」- Are Games Better Than Life?


框選或點兩下字幕可以直接查字典喔!

I grew up in Northern Ireland, right up in the very, very north end of it there, where it's absolutely freezing cold. This was me running around in the back garden mid-summer.

I couldn't pick a career. In Ireland the obvious choice is the military, but to be honest it actually kind of sucks.

My mother wanted me to be a dentist. But the problem was that people kept blowing everything up. So I actually went to school in Belfast, which was where all the action happened. And this was a pretty common sight. The school I went to was pretty boring. They forced us to learn things like Latin. The school teachers weren't having much fun, the sports were very dirty or very painful. So I cleverly chose rowing, which I got very good at.

And I was actually rowing for my school here until this fateful day, and I flipped over right in front of the entire school. And that was the finishing post right there. So this was extremely embarrassing. But our school at that time got a grant from the government, and they got an incredible computer—the research machine 3DZ—and they left the programming manuals lying around. And so students like myself with nothing to do, we would learn how to program it. Also around this time, at home, this was the computer that people were buying. It was called the Sinclair ZX80. This was a 1K computer, and you'd buy your programs on cassette tape.

Actually I'm just going to pause for one second, because I heard that there's a prerequisite to speak here at TED—you had to have a picture of yourself from the old days with big hair. So I brought a picture with big hair. I just want to get that out of the way. So after the Sinclair ZX80 came along the very cleverly named Sinclair ZX81.

And—you see the picture at the bottom? There's a picture of a guy doing homework with his son. That's what they thought they had built it for. The reality is we got the programming manual and we started making games for it. We were programming in BASIC, which is a pretty awful language for games, so we ended up learning Assembly language so we could really take control of the hardware. This is the guy that invented it, Sir Clive Sinclair, and he's showing his machine. You had this same thing in America, it was called the Timex Sinclair1000.

To play a game in those days you had to have an imagination to believe that you were really playing "Battlestar Galactica." The graphics were just horrible. You had to have an even better imagination to play this game, "Death Rider." But of course the scientists couldn't help themselves. They started making their own video games. This is one of my favorite ones here, where they have rabbit breeding, so males choose the lucky rabbit.

It was around this time we went from 1K to 16K, which was quite the leap. And if you're wondering how much 16K is, this eBay logo here is 16K. And in that amount of memory someone programmed a full flight simulation program. And that's what it looked like. I spent ages flying this flight simulator, and I honestly believed I could fly airplanes by the end of it.

Here's Clive Sinclair now launching his color computer. He's recognized as being the father of video games in Europe. He's a multi-millionaire, and I think that's why he's smiling in this photograph.

So I went on for the next 20 years or so making a lot of different games. Some of the highlights were things like "The Terminator," "Aladdin," the "Teenage Mutant Hero Turtles." Because I was from the United Kingdom, they thought the word ninja was a little too mean for children, so they decided to call it hero instead. I personally preferred the Spanish version, which was "Tortugas Ninja." That was much better.

Then the last game I did was based on trying to get the video game industry and Hollywood to actually work together on something—instead of licensing from each other, to actually work.

Now, Chris did ask me to bring some statistics with me, so I've done that. The video game industry in 2005 became a 29 billion dollar business. It grows every year. Last year was the biggest year. By 2008, we're going to kick the butt of the music industry. By 2010, we're going to hit 42 billion. 43 percent of gamers are female. So there's a lot more female gamers than people are really aware.

The average age of gamers? Well, obviously it's for children, right? Well, no, actually it's 30 years old. And interestingly, the people who buy the most games are 37. So 37 is our target audience. All video games are violent. Of course the newspapers love to beat on this. But 83 percent of games don't have any mature content whatsoever, so it's just not true.

Online gaming statistics. I brought some stuff on "World of Warcraft." It's 5.5 million players. It makes about 80 million bucks a month in subscriptions. It costs 50 bucks just to install it on your computer, making the publisher about another 275 million. The game costs about 80 million dollars to make, so basically it pays for itself in about a month. A player in a game called "Project Entropia" actually bought his own island for 26,500 dollars. You have to remember that this is not a real island. He didn't actually buy anything, just some data. But he got great terms on it. This purchase included mining and hunting rights, ownership of all land on the island, and a castle with no furniture included.

This market is now estimated at over 800 million dollars annually. And what's interesting about it is the market was actually created by the gamers themselves. They found clever ways to trade items and to sell their accounts to each other so that they could make money while they were playing their games. I dove onto eBay a couple of days ago just to see what was gong on, typed in World of Warcraft, got 6,000 items. I liked this one the best: a level 60 Warlock with lots of epics for 174,000 dollars. It's like that guy obviously had some pain while making it.

So as far as popularity of games, what do you think these people are doing here? It turns out they're actually in Hollywood Bowl in Los Angeles listening to the L.A. Philharmonic playing video game music. That's what the show looks like. You would expect it to be cheesy, but it's not. It's very, very epic and a very beautiful concert. And the people that went there absolutely loved it.

What do you think these people are doing? They're actually bringing their computers so they can play games against each other. And this is happening in every city around the world. This is happening in your local cities too, you're probably just not aware of it.

Now, Chris told me that you had a timeline video a few years ago here just to show how video game graphics have been improving. I wanted to update that video and give you a new look at it. But what I want you to do is to try to understand it. We're on this curve, and the graphics are getting so ridiculously better. And I'm going to show you up to maybe 2007. But I want you to try and think about what games could look like 10 years from now. So we're going to start that video.

Throughout human history people have played games. As man's intellect and technology have evolved so too have the games he plays.

The thing again I want you to think about is, don't look at these graphics and think of that's the way it is. Think about that's where we are right now, and the curve that we're on means that this is going to continue to get better. This is an example of the kind of graphics you need to be able to draw if you wanted to get a job in the video game industry today. You need to be really an incredible artist. And once we get enough of those guys, we're going to want more fantasy artists that can create places we've never been to before, or characters that we've just never seen before.

So the obvious thing for me to talk about today is graphics and audio. But if you were to go to a game developers conference, what they're all talking about is emotion, purpose, meaning, understanding and feeling. You'll hear about talks like, can a video game make you cry? And these are the kind of topics we really actually care about.

I came across a student who's absolutely excellent at expressing himself, and this student agreed that he would not show his video to anybody until you here at TED had seen it. So I'd like to play this video. So this is a student's opinion on what his experience of games are.
I, like many of you, live somewhere between reality and video games. Some part of me—a true living, breathing person—has become programmed, electronic and virtual. The boundary of my brain that divides real from fantasy has finally begun to crumble. I'm a video game addict and this is my story.

In the year of my birth the Nintendo Entertainment System also went into development. I played in the backyard, learned to read, and even ate some of my vegetables. Most of my childhood was spent playing with Legos. But as was the case for most of my generation, I spent a lot of time in front of the TV. Mr. Rogers, Walt Disney, Nick Junior, and roughly half a million commercials have undoubtedly left their mark on me.

When my parents bought my sister and I our first Nintendo, whatever inherent addictive quality this early interactive electronic entertainment possessed quickly took hold of me. At some point something clicked.

With the combination of simple, interactive stories and the warmth of the TV set, my simple 16-bit Nintendo became more than just an escape. It became an alternate existence, my virtual reality.

I'm a video game addict, and it's not because of a certain number of hours I have spent playing, or nights I have gone without sleep to finish the next level. It is because I have had life-altering experiences in virtual space, and video games had begun to erode my own understanding of what is real and what is not. I'm addicted, because even though I know I'm losing my grip on reality, I still crave more.

From an early age I learned to invest myself emotionally in what unfolded before me on screen. Today, after 20 years of watching TV geared to make me emotional, even a decent insurance commercial can bring tears to my eyes. I am just one of a new generation that is growing up. A generation who may experience much more meaning through video games than they will through the real world. Video games are nearing an evolutionary leap, a point where game worlds will look and feel just as real as the films we see in theatres, or the news we watch on TV. And while my sense of free will in these virtual worlds may still be limited, what I do learn applies to my real life. Play enough video games and eventually you will really believe you can snowboard, fly a plane, drive a nine-second quarter mile, or kill a man. I know I can.

Unlike any pop culture phenomenon before it, video games actually allow us to become part of the machine. They allow us to sublimate into the culture of interactive, downloaded, streaming, HD reality. We are interacting with our entertainment. I have come to expect this level of interaction. Without it, the problems faced in the real world—poverty, war, disease and genocide—lack the levity they should. Their importance blends into the sensationalized drama of prime time TV.

But the beauty of video games today lies not in the lifelike graphics, the vibrating joysticks or virtual surround sound. It lies in that these games are beginning to make me emotional. I have fought in wars, feared for my own survival, watched my cohorts die on beaches and woods that look and feel more real than any textbook or any news story.

The people who create these games are smart. They know what makes me scared, excited, panicked, proud or sad. Then they use these emotions to dimensionalize the worlds they create. A well-designed video game will seamlessly weave the user into the fabric of the virtual experience. As one becomes more experienced the awareness of physical control melts away. I know what I want and I do it. No buttons to push, no triggers to pull, just me and the game. My fate and the fate of the world around me lie inside my hands. I know violent video games make my mother worry. What troubles me is not that video game violence is becoming more and more like real life violence, but that real life violence is starting to look more and more like a video game.

These are all troubles outside of myself. I, however, have a problem very close to home. Something has happened to my brain.

Perhaps there is a single part of our brain that holds all of our gut instincts, the things we know to do before we even think. While some of these instincts may be innate, most are learned, and all of them are hardwired into our brains. These instincts are essential for survival in both real and virtual worlds. Only in recent years has the technology behind video games allowed for a true overlap in stimuli. As gamers we are now living by the same laws of physics in the same cities and doing many of the same things we once did in real life, only virtually. Consider this—my real life car has about 25,000 miles on it. In all my driving games, I've driven a total of 31,459 miles. To some degree I've learned how to drive from the game. The sensory cues are very similar. It's a funny feeling when you have spent more time doing something on the TV than you have in real life. When I am driving down a road at sunset all I can think is, this is almost as beautiful as my games are.

For my virtual worlds are perfect. More beautiful and rich than the real world around us. I'm not sure what the implications of my experience are, but the potential for using realistic video game stimuli in repetition on a vast number of loyal participants is frightening to me. Today I believe Big Brother would find much more success brainwashing the masses with video games rather than just simply TVs. Video games are fun, engaging, and leave your brain completely vulnerable to re-programming. But maybe brainwashing isn't always bad.

Imagine a game that teaches us to respect each other, or helps us to understand the problems we're all facing in the real world. There is a potential to do good as well. It is critical, as these virtual worlds continue to mirror the real world we live in, that game developers realize that they have tremendous responsibilities before them. I'm not sure what the future of video games holds for our civilization. But as virtual and real world experiences increasingly overlap there is a greater and greater potential for other people to feel the same way I do.

What I have only recently come to realize is that beyond the graphics, sound, game play and emotion it is the power to break down reality that is so fascinating and addictive to me. I know that I am losing my grip. Part of me is just waiting to let go. I know though, that no matter how amazing video games may become, or how flat the real world may seem to us, that we must stay aware of what our games are teaching us and how they leave us feeling when we finally do unplug.

Wow.

I found that video very, very thought provoking, and that's why I wanted to bring it here for you guys to see. And what was interesting about it is the obvious choice for me to talk about was graphics and audio. But as you heard, Michael talked about all these other elements as well. Video games give an awful lot of other things too, and that's why people get so addicted. The most important one being fun.

The name of this track is "The Magic To Come." Who is that going to come from? Is it going to come from the best directors in the world as we thought it probably would? I don't think so. I think it's going to come from the children who are growing up now that aren't stuck with all of the stuff that we remember from the past. They're going to do it their way, using the tools that we've created. The same with students or highly creative people, writers and people like that.

As far as colleges go, there's about 350 colleges around the world teaching video game courses. That means there's literally thousands of new ideas. Some of the ideas are really dreadful and some of them are great. There's nothing worse than having to listen to someone try and pitch you a really bad video game idea.

You're off, you're off. That's it. He's out of time.

I've just got a little tiny bit more if you'll indulge me.

Go ahead. I'm going to stay right here though.

This is just a cool shot, because this is students coming to school after class. The school is closed; they're coming back at midnight because they want to pitch their video game ideas. I'm sitting at the front of the class, and they're actually pitching their ideas. So it's hard to get students to come back to class, but it is possible.

This is my daughter, her name's Emma, she's 17 months old. And I've been asking myself, what is Emma going to experience in the video game world? And as I've shown here, we have the audience. She's never going to know a world where you can't press a button and have millions of people ready to play. You know, we have the technology. She's never going to know a world where the graphics just aren't stunning and really immersive. And as the student video showed, we can impact and move. She's never going to know a world where video games aren't incredibly emotional and will probably make her cry. I just hope she likes video games.

So, my closing thought. Games on the surface seem simple entertainment, but for those that like to look a little deeper, the new paradigm of video games could open entirely new frontiers to creative minds that like to think big. Where better to challenge those minds than here at TED? Thank you.

David Perry. That was awesome.

播放本句

登入使用學習功能

使用Email登入

HOPE English 播放器使用小提示

  • 功能簡介

    單句重覆、上一句、下一句:顧名思義,以句子為單位重覆播放,單句重覆鍵顯示橘色時為重覆播放狀態;顯示灰色時為正常播放狀態。按上一句鍵、下一句鍵時就會自動重覆播放該句。
    收錄佳句:點擊可增減想收藏的句子。

    中、英文字幕開關:中、英文字幕按鍵為綠色為開啟,灰色為關閉。鼓勵大家搞懂每一句的內容以後,關上字幕聽聽看,會發現自己好像在聽中文說故事一樣,會很有成就感喔!
    收錄單字:用滑鼠框選英文單字可以收藏不會的單字。
  • 分享
    如果您覺得本篇短片很有趣或很喜歡,在短片結束時有分享連結,可以分享給朋友一同欣賞,一起看YouTube學英文!

    或是您有收錄很優秀的句子時,也可以分享佳句給大家,一同看佳句學英文!