网易蓝港已经入局,徐小平说的“区块链革命”会改变游戏行业的格局吗?

资讯 2024-07-03 阅读:62 评论:0
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1

创投届的红人,真格基金徐小平老师,又给区块链做了一次全民普及。

The original donor, Ms. Xu Xiaoping, from Jinge Foundation, gave a universal access to the block chain.

徐小平在真格基金500人的创业群里公开表示:“区块链革命已经到来,这是一场顺之者昌、逆之者亡的伟大技术革命。它对传统的颠覆,将会比互联网、移动互联网来得更加迅猛、彻底。希望大家立刻行动起来,在立足自身业务,做好现有模式的同时,了解区块链、理解ICO,进入区块链时代。”

Xu Xiaoping, in a group of 500 people from Jinge Foundation, said publicly: “The block chain revolution has arrived, and it is a great technological revolution for the good and forewarned. It will be more aggressive and radical than the Internet and mobile Internet. It is hoped that you will act immediately to understand and understand the ICO, while at the same time building on your own business.

徐小平老师特地强调了不要“外传”。于是,就被截图,刷了朋友圈。

Mr. Seo Xiaoping specifically stressed not to “outline.” So, he was captured, and his circle of friends was brushed.

随后,徐小平在微博上公开回应,在内部强烈鼓励大家拥抱区块链革命、学习区块链技术,是它经过长期观察和思考得出的认知,之所以特别提醒大家不要外传,也是因为区块链技术伴随着ICO((Initial Coin Offerings,代币)的乱象。

Xu Xiaoping then responded publicly on Twitter and strongly encouraged inside to embrace the block chain revolution and to learn the block chain technology, which he understood after a long period of observation and reflection, especially to warn against out-of-country transmission and because the block chain technology was accompanied by the chaos of the ICO (Initial Coin Offerings, tokens).

“区块链革命确确实实已经到来。任何一个新技术浪潮到来的时候,都伴随着一定的狂热与泡沫,但到头来最终胜出的,还是那些提供了实实在在技术和产品、创造了能够被人类使用价值的人和公司。互联网革命的时候,有所谓‘水泥加鼠标’的说法,只有鼠标没有水泥(实际价值)的公司,没有一个成功的。现在区块链时代到来,我想提出一个‘水泥加链条’的说法。只有‘链条’没有‘水泥’的公司,也会重蹈互联网泡沫时期那些失败公司的覆辙。”徐小平说。

“The block chain revolution has indeed come. Any wave of new technologies has come with a certain amount of fanaticism and bubbles, but in the end it has been won by those who provide real technology and products that create values that can be used by humans and companies. In the Internet revolution, there has been a claim that only the mouse has no cement (real value) and none has succeeded. Now that the block chain era has come, I would like to put forward the idea of a ‘cement chain’. Only the ‘chain’ companies that have no ‘cement’, will be able to repeat the mistakes of failed companies during the Internet bubble.” Xu Xiaoping.

2014年以来,区块链技术已被与比特币分离看待,越来越多的企业、政府机构等开始对区块链这项技术感兴趣,也有越来越多的资本投入到区块链应用的研究开发中去。

Since 2014, block chain technology has been viewed separately from Bitcoin, with an increasing number of enterprises, government agencies and others beginning to take an interest in block chain technology, as well as increasing capital investment in the development of block chain applications.

区块链之所以受到追捧,与其特点和优势是分不开的:去中心化,数据难以被篡改。

The chain of blocks is held up in isolation from its characteristics and advantages: decentralization makes data difficult to tamper with.

根据英国科学办公室的定义,区块链是一种数据库,它将一些记录存放到一个区块里(而不是将它们收集到一个单一的表格或者纸张上),每一个区块使用密码学签名与下一个区块“链接”起来,可以在任何有足够权限的人之间进行共享和协作,采用“共识算法”来共同协作维护账本的真实性。

As defined by the British Science Office, the block chain is a database that stores some records in a block (rather than collecting them on a single form or paper) and each block uses a cryptographic signature to “link” to the next block, which allows for sharing and collaboration among anyone with sufficient authority, using a “consensual algorithm” to work together to preserve the authenticity of the book.

然而,区块链技术虽然受到了追捧,但多数还在研究测试阶段,同时也有其他技术与其竞争,真正大规模商业化应用还有待时间检验。

However, while the block chain technology is well received, most of it is still at the research and testing stage, with other technologies competing with it, and truly large-scale commercialization applications are yet to be tested in time.

眼下,区块链的应用仍集中在金融领域,以发行ICO为主,链条上没有长处太多的实际业务,也就是没有徐小平所说的“水泥”。这也是区块链被争议的主要原因。

For the time being, the use of block chains is still concentrated in the financial sector, mainly in the distribution of ICOs, and there are no significant advantages to the chain in real business, i.e. the absence of what Xiaoping calls “cement.” This is also the main reason why block chains are disputed.

2

过去一个多月,以太坊和ACT链条在“水泥”上有了小小的突破,推出了基于自己公链的宠物养成游戏,《CryptoKitties》(以太猫)和《加密狗》。公开数据显示,以太猫上线一周,人们就在上面花了190?万美元。而加密狗不到一周就收入超过500万美元。

Over the past month, the Ether and ACT chains have made a small breakthrough on "cement" by introducing their own public chain-based pets, CryptoKittys and Encrypted Dogs. The public data show that the Ethercats are on the line a week, and people spend $1.9 million on it. And the encrypted dogs earn more than $5 million in less than a week.

宠物养成游戏的突破在于,用户可以通过宠物的繁殖获得新的宠物,并且可以交易。打破了单纯挖币和交易的模式。

The breakthrough in pet-based games is that users can acquire new pets through the reproduction of pets, and they can trade. Breaks the pattern of simple currency mining and trading.

据悉,以太猫背后的研发公司是Axiom Zen,蓝港互动的海外团队与一家美国游戏工作室合作了《加密狗》。而互联网巨头网易也悄然上线了区块链养猫游戏的悬念站,目前这款游戏暂时命名为《网易招财猫》。

It is known that the research and development company behind Tai Gao is Axiom Zen, and that the Blue Harbour interactive overseas team worked with an American game studio, The Encrypted Dog. The Internet giant network is easily connected to the suspense station of the sector-chained cat game, which is now temporarily named Net-Friendly Cat.

一个有趣的现象是,游戏娱乐产业好像总能成为新科技发展的重要推动力。比如,今天人工智能的普及是源自谷歌围棋程序阿尔法狗的接连胜利,而VR最成功的应用目前主要是在成人游戏里。

An interesting phenomenon is that the entertainment industry always seems to be an important driving force in the development of new technologies. For example, the spread of artificial intelligence today stems from the succession of alpha dogs in Google chess programs, whose most successful applications are now in adult games.

在最近的腾讯合作伙伴大会上,腾讯 AI Lab 机器学习中心负责人刘晗就说,游戏远不止游戏本身,它的第一重作用是打通虚拟与现实世界的藩篱,从而赋能物理世界。

At the recent Partners Conference, Liu Xian, the head of the AI Lab Machine Learning Centre, said that the game goes far beyond the game itself and that its first role is to connect the fences of the virtual and the real world, thereby enabling the physical world.

简·麦戈尼格尔在其著作《游戏改变世界世界》提到,玩家们花在《魔兽世界》上的总时间超过593万年,相当于从人类祖先第一次站起身来演进至今的时长;美国青年在21岁以前,玩游戏的平均时长超过10000小时,10000小时足以让他们成为专家。游戏,正前所未有的占据和改变了我们的生活。

Jane McGoniger mentioned in his book, Game Changing the World, that players spent more than 5.93 million years on the World of Monsters, amounting to the first time they stood up from human ancestors to the present; American youths were playing games for an average of more than 10,000 hours before the age of 21 and 10,000 hours were enough for them to become experts. The game is taking over and changing our lives as never before.

目前公认的,跟区块链结合比较紧密的领域有金融、数字资产、智能合约等。而游戏被业内认为是数字资产的分类之一,将诞生新的场景与商机。

It is now recognized that there are financial, digital assets, smart contracts, etc. that are more closely linked to the block chain. The game is considered to be one of the categories of digital assets in the industry and will create new scenes and business opportunities.

在业内人士看来,区块链给游戏行业可能带来的改变集中在两点:去中心化、限定数额的比特币能有效保证游戏经济系统的稳定性;无法篡改、交易公开透明的区块链与智能合约能减少作弊和游戏纠纷,保护玩家、游戏开发商等生态利益。

In the opinion of the industry, the possible changes in the block chain to the game industry are concentrated on two points: decentralization, limited bitcoin, which effectively guarantees the stability of the game economy system; and non-dealable, open and transparent block chains and smart contracts that reduce fraud and game disputes, and protect ecological interests such as players, game developers, etc.

我问一个币圈的算得上“专家级”的朋友,这么说,是因为他的创业项目就是宇数字货币相关,“区块链会极大的改变游戏行业的格局吗?”

I asked a friend in a currency circle who counts as a "expert" because his start-up project is a digital money-related one, "Is the block chain going to change the pattern of the game industry? "

“会。”他说。

"Yes." He said.

“什么样的改变呢”我问。

"What kind of change?" I asked.

“游戏全机制的改变。”他回答。

"Change of the whole game." He answered.

这个回答,太敷衍我了。

That's an answer. That's too much for me.

于是,《商业与生活》(也就是我)做了一些思考,认为从麦戈尼格尔的理论出发,区块链或许会真的改变游戏的格局的。

So, Business and Life (i.e., I) thought that, starting with McGonagall's theory, the chain of blocks might really change the pattern of the game.

3

麦戈尼格尔在《游戏改变世界》指出:游戏化是互联时代的重要趋势。游戏化将要实现四大目标:更满意的工作、更有把握的成功、更强的社会联系及更宏大的意义。

McGonagall says in Game Changing the World: Gambling is an important trend in the age of interconnection. Gambling will achieve four goals: more satisfactory work, more assured success, stronger social connections, and greater significance.

在互联网的早期,PC时代,游戏的主要作用是娱乐。而从PC时代转型到移动互联网时代,游戏的作用也发生了变化。

In the early days of the Internet, in the PC era, the main role of the game was play. The role of the game changed from the PC era to the mobile Internet age.

手游市场分析公司Sensor Tower最近公布的数据显示,苹果App Store和谷歌Google Play商店的应用收入在2017年达到了586亿美元,同比增长了35%,其中很大一部分来自于手游。过去的12个月里,全球手游收入(不包括中国安卓市场)为483亿美元,同比增长了30%,占应用总收入的82%。考虑到中国安卓的数据,《王者荣耀》应该是2017年全球收入总冠军。

Recent data released by Sensor Tower, a hand-held market analysis company, show that Apple App Store and Google Google Play reached US$ 58.6 billion in 2017, an increase of 35% over the same period, much of which came from hand-by-hand travel. Over the past 12 months, global hand-by-hand income (excluding the Andre market in China) was US$ 48.3 billion, an increase of 30% over the same period, representing 82% of total applied income.

细心观察,会发现今天流行的游戏,比如《王者荣耀》、《阴阳师》和吃鸡游戏,有个共同的特点,每一局的用时短暂、以PK为主,战果可以分享——一定程度上,他们满足了用户们寻求刺激、互相炫耀的需求。也就是麦戈尼格尔提到的“更强的社会联系”、“更有把握的成功”。

Carefully observed, today’s popular games, such as the King’s Glory, the Yinyang and the chicken-eating game, have a common feature: each game is short-lived, dominated by PK, and its results can be shared – to a certain extent, they meet the needs of users seeking to stimulate and show off to one another. That is, the “stronger social connection” referred to by McGonagall, “more assured success.”

而美国印第安纳大学教授,Edward Castronova,也是研究网络游戏的经济学家,认为游戏的世界可能会更早的到来。

And Edward Castronova, Professor at Indiana University in the United States, is also an economist in Internet games, arguing that the world of games may come earlier.

他在2016年做了一个大胆的假设,未来,精英阶层控制越来越多的财富,而自动化的发展使得基层岗位越来越少,那么,未来工人阶层如何生存?答案可能是打游戏。

In 2016, he made a bold assumption that, in the future, the elite would control more and more wealth, and that automation had led to fewer and fewer jobs at the grass-roots level, so how would the future working class survive? The answer might be to play games.

Edward认为,在二十年内,“对于那些专业技能不被传统劳动市场认可的人来说,玩游戏挣钱将是一个合理的职业选择。”

In Edward's view, in 20 years, “playing for money will be a reasonable career option for those whose professional skills are not recognized in the traditional labour market”.

在15年前,人们玩的电脑游戏通常是付费包月,现在,游戏大多是免费的。

Fifteen years ago, people used to play computer games that were usually paid for monthly, and now most of the games are free of charge.

“免费的东西最贵”。虽然,玩基本的游戏不花钱,比如我玩《王者荣耀》,打到钻石一分钱也没花过,但总有一些用户会想要的更酷炫体验,比如更好看的盔甲,更大的攻击力量,更快的移动速度。于是,花2888点券(相当于288.8元)购买一个阿珂——暗夜猫娘,或者墨子——龙骑士的皮肤,大有人在。

"Free things are most expensive." Although I don't spend much money playing basic games, such as "The King's Glory," and I don't spend a penny on diamonds, there's always some users who want cooler experiences, such as better-looking armor, more aggressive force, faster movement. So, it costs 2888 cents (equivalent to 288.8 dollars) to buy an ark--a dark cat, or ink--a dragon knight's skin, and there's plenty of people around.

一个顶级的免费游戏,通过用户购买额外的体验,一天能够收入超过1亿元。但,这其中的大部分收入都来自顶级的人民币玩家(鲸鱼用户)。

A top-level free game, where users buy additional experiences, earns more than $100 million a day. But most of that income comes from top-level renminbi players (whal users).

Edward认为,未来的游戏公司为了吸引越来越多的“鲸鱼”,要让这些“鲸鱼”开心,就需要保证他们的游戏世界时充满活力的社区。因此,他们会愿意向低级的普通玩家发放补贴。

Edward argues that future game companies, in order to attract more and more whales, need to ensure that their world of games is a vibrant community. Therefore, they are willing to subsidize low-level regular players.

有钱的玩家并不想和电脑玩。他们渴望和真正的人类进行游戏,享受身处高地位向别人发号施令的过程。所以,游戏公司需要那些低消费、贫穷的人群出现。

Rich players don't want to play with computers. They want to play with real people and enjoy the process of giving orders to others in a high position. So, play companies need people who are low-consumption, poor people.

游戏公司将不得不承包贫穷的玩家,在未来十年内,公司可能会发行奖励卡片,这些在现实世界中可用。艺术家松田桂一对未来也有类似的的看法,他推出的电影“超真实”,讲述的就是一个游戏世界和现世界发生交互的未来,人们可以通过游戏的积分换取现实生活中的日用品。

Play companies will have to contract poor players, and in the next decade they may issue incentive cards that can be used in the real world. The artist Matsuda Koichi has a similar view of the future, and his film, Super-real, is about a future where the world of games interacts with the world today, where people can share the score of the game in exchange for the goods of real life.

区块链的出现,或许会打破目前移动领域中以快节奏的PK类游戏为主的格局,让Edward口中的游戏世界提前一步到来。

The emergence of block chains may break the current pattern of moving areas dominated by fast-paced PK-type games, bringing the game world to Edward's mouth one step ahead.

虽然,目前的几款区块链游戏,吸引的用户仍然是以投资甚至投机的心态在玩。

While current block-chain games continue to attract users with investment and even speculation.

但在未来,也许出现新的游戏生态。

But in the future, there may be new game ecology.

眼下看来,区块链和ICO最实际的作用是激起了全民赚钱的欲望,这种欲望或许会在游戏世界里进一步体现。让大富翁类、模拟人生类重新占据重要地位。

At the moment, the most practical role of block chains and ICOs is to stimulate the desire of the entire population to make money, which may be further manifested in the world of games. Let the Monopolys, the Simulators, re-emerging the life class.

比如,像宠物养成游戏,用户们不仅仅是繁殖买卖宠物,还会出现饲养员、保育员,通过为头部的用户打工做任务,获得一定的奖励。或者,新的模拟人生,愿意花钱的头部用户可以选择建立自己的庄园、商业王国甚至成为统治者,而底层玩家可以在游戏里为头部用户打工或者成为一名矿工。,在游戏世界里通过工作而赚到真金白银。

For example, as pets grow into games, users not only breed and sell pets, but also breeders, caregivers, who are rewarded by working for head users. Or, in a new simulation of life, head users who are willing to spend money can choose to build their own estates, commercial kingdoms, and even rulers, while bottom players can work for head users in games or as miners.

当然,这需要游戏公司更大、更长远的开发投入,也需要他们有更宏大的社会观念,以及对社会和人性有更深刻的认知。

Of course, this requires larger and longer-term development inputs from play companies, as well as greater social perceptions and a deeper understanding of society and humanity.

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