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  • There was a time when video games were only for programmers.

    曾幾何時,電子遊戲只屬於程序員。

  • Theun just for serious gamers now games, air everywhere, even on our phones.

    Theun只是為嚴重的遊戲玩家現在的遊戲,空氣無處不在,甚至在我們的手機。

  • How did video games go from so niche to completely mainstream?

    電子遊戲是如何從如此小眾變成完全主流的?

  • This is our story.

    這就是我們的故事。

  • No, this is your story.

    不,這是你的故事。

  • Welcome to watch Mojo.

    歡迎觀看《魔域》。

  • Siri's How Geek culture Became pop culture.

    Siri的《極客文化如何成為流行文化》。

  • Once niche and ridiculed geek culture has exploded into the mainstream.

    曾經小眾和被嘲笑的極客文化已經爆發成為主流。

  • How did so much change join us as we look at how Pulp fiction, comics, video games, anime and nerd heroes became pop culture staples.

    怎麼會有這麼大的變化,和我們一起看看紙漿小說、漫畫、電子遊戲、動漫和書呆子英雄是如何成為流行文化的主旋律的。

  • It actually took a long time for video games to even catch the public's interest.

    實際上,電子遊戲甚至需要很長時間才能引起公眾的興趣。

  • The earliest games were created by computer scientists at universities.

    最早的遊戲是由大學的計算機科學家創造的。

  • It wasn't until MIT researchers and students created Space War in 1962 that a game was played on more than one terminal space.

    直到1962年麻省理工學院的研究人員和學生們創造了《太空戰爭》,遊戲才在多個終端空間進行。

  • War pushed the limits of the PDP ones graphics and real time capability.

    戰爭挑戰了PDP的圖形和實時能力的極限。

  • Even then, the computers that ran space war weighed £1600 not something the average Joe could use.

    即便如此,跑太空戰的電腦也重達1600英鎊,不是一般人能用的。

  • However, space war did inspire the creation of the first ever commercial arcade video game computer space.

    然而,太空戰確實激發了有史以來第一個商業街機電子遊戲電腦空間的誕生。

  • Its creators, Nolan Bushnell and Ted Dabney, went on to found Atari in 1972 and release the legendary Pong Pong was a commercial success, both in a coin operated arcade cabinet and eventually in home console form.

    它的創造者Nolan Bushnell和Ted Dabney在1972年創立了雅達利公司,併發布了傳奇的Pong Pong在商業上取得了成功,無論是在投幣式街機機櫃還是最終在家用遊戲機的形式。

  • Competitors piled in, and the video game industry was born Hung, invented by Atari.

    競爭對手扎堆,電子遊戲行業誕生了雅達利發明的洪。

  • Now, at last, you've been playing at home.

    現在,終於,你在家裡玩了。

  • Atari found success again with games like Break Out, But it was the 1978 game space invaders that took the popularity of arcade games to the next level.

    雅達利再次找到了成功的遊戲,如《突破》,但1978年的遊戲《太空入侵者》將街機遊戲的受歡迎程度提升到了一個新的高度。

  • Japanese designer Tomohiro Nishikata was inspired partly by the sci fi renaissance caused by Star Wars, while Pong turned a tidy profit space.

    日本設計師西形智博的靈感部分來自於《星球大戰》引起的科幻文藝復興,而Pong則有了整潔的盈利空間。

  • Invaders was a cultural phenomenon, appearing in restaurants, movie theaters, bowling alleys and gas stations everywhere, showing everyone just with ease.

    入侵者》是一種文化現象,到處出現在餐廳、電影院、保齡球館和加油站,讓大家看到的只是輕鬆。

  • Spiffy new video games were all about Who's Mad Max?

    刁鑽的新電子遊戲都是關於誰是瘋狂的麥克斯?

  • Better than you.

    比你強。

  • Its appeal included the fact that it could record high scores, allowing friends to compete.

    它的吸引力包括它可以記錄高分,讓朋友們競爭。

  • Not only did it establish the Shoot em up genre, its success also helped usher in what's now known as the golden era of arcade games.

    它不僅確立了Shoot em up的風格,它的成功還幫助開創了現在被稱為街機遊戲的黃金時代。

  • In the eighties, home video consoles also began to take off thanks in no small part to the Atari 2600, which featured Ah, home version of space invaders and interchangeable cartridges.

    八十年代,家用視頻遊戲機也開始興起,這主要得益於雅達利2600,它的特點是啊,家庭版的太空侵略者和可更換的墨盒。

  • That's right.

    是的

  • It could play mawr than one game.

    它能玩的遊戲不止一場。

  • You could get nine cartridges, 187 game.

    你可以得到9個墨盒,187個遊戲。

  • Welcome to the future.

    歡迎來到未來。

  • Around the same time, disgruntled Atari employees founded their own company, Activision, the first ever third party developer for games.

    大約在同一時間,心懷不滿的雅達利員工成立了自己的公司--Activision,這是有史以來第一個遊戲第三方開發商。

  • Of course, video games were still pretty niche.

    當然,電子遊戲還是很小眾的。

  • And wouldn't you know it just a Z.

    而且你不知道它只是一個Z。

  • They began to find wings.

    他們開始找到了翅膀。

  • Came Disaster, the video game crash of 1983.

    來了災難,1983年的電子遊戲崩潰。

  • Warner Communications said today that its once booming Atari business lost another $180 million in the third quarter for total losses this year of more than half a billion dollars.

    華納通信公司今天表示,其曾經蓬勃發展的雅達利業務在第三季度又虧損了1.8億美元,今年總虧損超過5億美元。

  • The console market had become over saturated, personal computers were taking a slice of the pie, and Activision wannabes were producing low quality games.

    遊戲機市場已經過度飽和,個人電腦也在分一杯羹,動視的崇拜者也在生產低質量的遊戲。

  • Capping it off was the legendary misfire that was Atari's E.

    蓋棺定論的是傳說中的失火,這就是雅達利的E。

  • T.

    T.

  • The Extra Terrestrial, a game so bad that Atari buried unsold cartridges and a New Mexico landfill.

    Extra Terrestrial,一款糟糕到讓雅達利把未售出的墨盒和新墨西哥州的垃圾填埋場埋起來的遊戲。

  • As Faras, the public was concerned the era of video games was over.

    作為法拉斯,公眾擔心電子遊戲的時代已經結束。

  • Who could possibly clean out the pipes and restart the system?

    誰能清理管道,重啟系統?

  • Hello in 1985 Japanese company Nintendo decided to bring their hit console, Fama com or family Computer to the U.

    你好在1985年日本任天堂公司決定把他們的熱門遊戲機,Fama com或家庭電腦帶到美國。

  • S.

    S.

  • But the industry was still reeling from the crash, so instead of marketing it as a console, they marketed it as a toy.

    但當時業界還在從崩盤中掙扎,所以他們沒有把它當作遊戲機來營銷,而是把它當作玩具來營銷。

  • It was given a square look resembling a VCR and bundled with a light gun or zapper and an interactive robot, the first to play with Rob, the extraordinary video robot.

    它被賦予了類似錄像機的方形外觀,並捆綁了一把光槍或扎槍和一個互動機器人,第一個玩的就是非凡視頻機器人Rob。

  • The best selling title of this new entertainment system was a little game called Super Mario Brothers.

    這個新娛樂系統最暢銷的標題是一個叫超級馬里奧兄弟的小遊戲。

  • To this day, Super Mario Brothers is regarded as arguably the most influential game of all time.

    時至今日,《超級馬里奧兄弟》可以說是史上最具影響力的遊戲。

  • It wasn't just a fun and engaging adventure.

    這不僅僅是一次有趣的、引人入勝的冒險。

  • It wrote the book on modern game design.

    它寫下了現代遊戲設計的書。

  • With Mario in its corner, the NES singlehandedly revitalized the video game industry, becoming the talk of schoolyards everywhere.

    在馬里奧的帶領下,NES一手振興了電子遊戲產業,成為各地校園的話題。

  • Mario quickly became not only Nintendo's mascot, but the face of video games.

    馬里奧不僅迅速成為任天堂的吉祥物,而且成為電子遊戲的代言人。

  • Their competitors.

    他們的競爭對手。

  • Sega wouldn't catch up until several years later with the help of a certain speedy hedgehog.

    世嘉直到幾年後才會在某隻速度很快的刺蝟的幫助下追上。

  • With the crash in mind, Nintendo introduced the Nintendo seal of quality to keep third party games upto a high standard.

    撞車,任天堂推出了任天堂品質印記,以保證第三方遊戲達到高標準。

  • Nintendo also expanded into a new untapped market portable systems for short pick up and play sessions.

    任天堂還拓展了一個新的未開發的市場便攜式系統,用於短時拿起玩耍。

  • In 1989 they released the GameBoy, bundling it with a game out of the Soviet Union.

    1989年,他們發佈了GameBoy,捆綁了一款蘇聯出品的遊戲。

  • Tetris.

    俄羅斯方塊。

  • This puzzle game, by Alexey Pajitnov, was simple to understand, but challenging to master appealing to a wide audience and having it on a portable system made it ideal for kids to take to school where they could challenge their friends to beat their high scores.

    這款由阿列克謝-帕吉特諾夫(Alexey Pajitnov)創作的益智遊戲,簡單易懂,但具有挑戰性,吸引著廣大的閱聽人,而且在便攜系統上有它,非常適合孩子們帶到學校,他們可以挑戰朋友們的高分。

  • The fact that it wasn't built around cute or cartoony characters drew in adults, too.

    事實上,它不是圍繞可愛或卡通人物建立的,也吸引了成年人。

  • And so, as we transition into the nineties games more no longer just for kids.

    所以,當我們過渡到九十年代的時候,遊戲更多的不再只是孩子們的遊戲。

  • I'm sorry, sir, your flight's been delayed.

    對不起,先生,您的班機延誤了。

  • Come on.

    來吧。

  • In a roundabout way, this adult appeal grew, thanks to the fallout from a new sort of game in arcades.

    兜兜轉轉,這種成人的吸引力越來越大,這要歸功於商場裡一種新遊戲的餘波。

  • One on one, fighting Games 1992.

    一對一,1992年的格鬥運動會。

  • Street Fighter two featured a diverse set of characters from around the world, though the standout was Chun Li, whose popularity paved the way for future female video game protagonists.

    街頭霸王2》中的角色來自世界各地,不過最突出的是春麗,她的人氣為今後的女性電子遊戲主角鋪平了道路。

  • However, Street Fighter two also led to the rise of popular competitors Mortal Kombat, which took a much more bloody approach.

    不過,《街頭霸王二》也導致了熱門競爭對手《真人快打》的崛起,它採取了更加血腥的方式。

  • The shock of seeing such scenes got gamers talking but also lead to moral panic among parents.

    看到這樣的場景,讓遊戲玩家們議論紛紛,但也導致了家長們的道德恐慌。

  • And so video games found themselves in front of the United States Senate for hearings on whether they were suitable for Children.

    於是,電子遊戲發現自己在美國參議院面前舉行了關於是否適合兒童的聽證會。

  • This newfound infamy, Haddon upside The congressional hearings led to the establishment of a rating system for video games, allowing parents to make informed decisions while also permitting games to tackle mature themes.

    這種新發現的惡名,哈登上位 國會聽證會導致了電子遊戲評級系統的建立,允許父母做出明智的決定,同時也允許遊戲處理成熟的主題。

  • Within certain ratings, video games had grown up.

    在一定的收視率內,電子遊戲已經成長起來。

  • The Entertainment Software Rating Board, or SRB, has proven controversial, but it also opened the floodgates.

    娛樂軟件評級委員會,即SRB,已被證明是有爭議的,但它也打開了閘門。

  • No longer were games shackled to being kid.

    遊戲不再被束縛在孩子的身上。

  • Friendly or stigmatized is just for kids, leading to the emergence of new household names.

    友好或汙名化只是為了孩子,導致新的家喻戶曉的出現。

  • And with the rise of mature games came consoles designed for that audience.

    而隨著成熟遊戲的興起,專為這一閱聽人設計的遊戲機也應運而生。

  • In 1994 Sony released their PlayStation Ah console using CD ROM's, which allowed farm or storage space, while other manufacturers also switched from cartridges.

    1994年,索尼發佈了他們的PlayStation啊遊戲機,使用CD ROM,這樣就可以獲得農場或存儲空間,而其他廠商也從墨盒轉為。

  • PlayStation stood tall, unleashing a wave of cinematic games using full motion video, but started blurring the line between games and movies.

    PlayStation站在高處,發動了一波使用全動態視頻的電影遊戲,但開始模糊了遊戲和電影之間的界限。

  • This also allowed them to tap into other markets.

    這也使他們能夠開拓其他市場。

  • Gran Turismo brought in racing fans.

    Gran Turismo帶來了賽車迷。

  • FIFA and Madden started to look like the actual sports they were based on.

    FIFA和Madden開始看起來像他們所基於的實際運動。

  • Tomb Raider established a female character in the lead role, and horror fans found the likes of Resident Evil and Silent Hill to get spooked by.

    古墓麗影》確立了一個女性角色作為主角,恐怖迷們發現像《生化危機》和《寂靜嶺》這樣的作品都會被嚇到。

  • Some of these titles were also available on PC and Sega Saturn.

    其中一些遊戲還在PC和世嘉土星上發售。

  • In the two thousands, the industry continued to expand to cover diverse interests.

    兩千,行業不斷擴大,覆蓋不同的利益。

  • Mario Kart and Halo became the biggest games at university dorm room party nights.

    馬里奧-卡丁車和光環成了大學寢室聚會夜的最大遊戲。

  • Grand Theft Auto Three showed that it was possible to explore entire cities inside of games.

    俠盜獵車手三》表明,在遊戲裡面可以探索整個城市。

  • Call of duty for modern warfare, released at the controversial height of the Iraq war showed that video games could be grounded in realism and touch on contemporary themes.

    在伊拉克戰爭的爭議高峰期發佈的《現代戰爭使命召喚》表明,電子遊戲可以立足於現實主義並觸及當代主題。

  • And the Nintendo Wii broke down even Mawr audience barriers as casual games became a popular activity for the whole family.

    而任天堂Wii甚至打破了Mawr的閱聽人壁壘,休閒遊戲成為全家人的熱門活動。

  • Thanks toe online gaming and streaming.

    謝謝你的在線遊戲和流媒體。

  • There's also been a major shift in how gaming is perceived as a hobby.

    人們對遊戲的認知也發生了重大轉變。

  • It's no longer a solo activity, or even just for local co op land.

    這不再是一個人的活動,甚至不僅僅是地方合作地。

  • Parties have been replaced by online multiplayer, but what's more, games have become a spectator affair.

    聚會已經被在線多人遊戲所取代,但更重要的是,遊戲已經成為一種觀賞性的事情。

  • Online streaming has seen the popularization of E sports, while platforms like YouTube and twitch allow people to sit back and watch rather than play the personalities behind.

    在線流媒體已經見證了E體育的普及,而YouTube和twitch等平臺則讓人們可以坐下來觀看,而不是玩背後的個性。

  • Video game content have become bona fide celebrities.

    電子遊戲內容已經成為名副其實的名人。

  • You need to eat brah Brian Easy.

    你得吃點東西,布萊恩-伊萊恩

  • In fact, let's play videos have played a significant role in YouTube's history.

    事實上,讓我們玩視頻在YouTube的歷史上扮演了重要角色。

  • In turn, YouTube helped popularize the best selling video game of all time Minecraft.

    反過來,YouTube也幫助普及了有史以來最暢銷的視頻遊戲Minecraft。

  • These online platforms allow fans to connect like never before as they exchange content and duke it out in the comments.

    這些在線平臺讓粉絲們在交流內容和在評論中進行決鬥時,可以進行前所未有的交流。

  • However, arguably the biggest shake up over the last few decades has come with the rise of mobile devices.

    然而,過去幾十年來,最大的動盪可以說是隨著移動設備的興起而出現的。

  • The first mobile game was actually Tetris back in 1994.

    第一款手機遊戲其實是1994年的俄羅斯方塊。

  • Snake followed soon after.

    蛇很快就跟了上來。

  • Around the same time, graphing calculators had nineties kids all pretending to be very hard at work in their math classes while playing games like Lemmings, Doom and Dope Wars.

    大約在同一時間,圖形計算器讓九十年代的孩子們都假裝在數學課上非常努力地學習,同時玩著《旅鼠》、《毀滅戰士》和《塗料大戰》等遊戲。

  • Yeah, teachers weren't too happy about that last one, but this was really just the smallest glimpse of what was to come.

    是啊,老師們對最後的那一次都不太滿意,但這其實只是未來的小小一瞥。

  • Following the launch of the iPhone in 2007, touchscreen smartphones and tablets changed everything.

    2007年iPhone推出後,觸屏智能手機和平板電腦改變了一切。

  • Suddenly, games were more accessible than ever in your pocket whenever you wanted.

    突然間,只要你想,口袋裡的遊戲比以往任何時候都要方便。

  • Casual games had already experienced a boom online thanks to sites like Games Ville and Mini Clip.

    由於Games Ville和Mini Clip等網站的出現,休閒遊戲已經在網上掀起了一股熱潮。

  • Social networks like Facebook gave them an added boost.

    臉書等社交網絡給了他們額外的助力。

  • Damn you, Farmville!

    該死的,農莊!

  • But mobile devices like smartphones and tablets made them absolutely ubiquitous.

    但智能手機和平板電腦等移動設備讓它們絕對無處不在。

  • Candy Crush has been downloaded one billion times.

    糖果粉碎》已經被下載了10億次。

  • Angry birds 300 million.

    憤怒的小鳥3億。

  • Sure, serious gamers might turn up their noses, but consider this.

    當然,嚴肅的玩家可能會嗤之以鼻,但考慮到這一點。

  • The first casual game was arguably Pacman, and increasingly mobile platforms are becoming home to more complex games, some ported over and some new.

    第一款休閒遊戲可以說是《吃豆人》,越來越多的移動平臺上出現了更多複雜的遊戲,有些是移植過來的,有些是新的。

  • The point is, games are now omnipresent.

    關鍵是,現在遊戲已經無所不在了。

  • In parallel to those changes, the portrayal of gamers and games on screen has undergone its own evolution.

    在發生這些變化的同時,遊戲玩家和遊戲在螢幕上的形象也發生了自己的演變。

  • Slowly pushing back against the stereotype of gamers is lazy, socially awkward losers living in their parents, basement gamer heroes save the world and video game characters air well, The rock.

    慢慢地反擊了遊戲玩家是懶惰、社交尷尬的失敗者的刻板印象,生活在他們的父母,地下室的遊戲英雄拯救世界和電子遊戲角色的空氣好,岩石。

  • Mm.

    嗯。

  • Actually, they've been the rock more than once.

    其實,他們已經不止一次當過石頭了。

  • Must be my lucky day.

    一定是我的幸運日。

  • It's been a steeper, uphill battle for movie adaptations, but there is hope.

    對於電影改編來說,這是一場比較陡峭、艱難的戰鬥,但還是有希望的。

  • Oh, today the gaming industry is worth more than the film and music industry combined.

    呵呵,如今遊戲產業的價值比電影和音樂產業的總和還要高。

  • While games have had breakout success stories, what's really made them a pop culture mainstay is how their appeal has diversified over the years.

    雖然遊戲已經有了突飛猛進的成功案例,但真正讓它們成為流行文化主力的是它們的吸引力如何在這些年裡變得多樣化。

  • This has proven that video games can be for anyone.

    這已經證明,電子遊戲可以為任何人。

  • Whether you play on a high end gaming PC, just want to kill some time on your phone or something in between.

    無論你是在高端遊戲電腦上玩,還是隻想在手機上打發時間,還是介於兩者之間。

  • It's been a long journey for games and gamers, but the pixels of your have become the future of entertainment.

    對於遊戲和玩家來說,這是一個漫長的旅程,但你的像素已經成為娛樂的未來。

  • Make sure to tune in for our next episode of how geek culture became pop culture, where we'll be talking anime.

    請一定要收看我們的下一集《極客文化如何成為流行文化》,我們將在這裡談論動漫。

There was a time when video games were only for programmers.

曾幾何時,電子遊戲只屬於程序員。

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