陈老师希望这个课程更加多样化。除了自己授课部分,陈老师还会邀请嘉宾来一同交流,有一线游戏开发团队,也有自己开发游戏的女校友,以及心理系的老师来讨论游戏导致的社会问题和心理问题。
Some students even have the opportunity to attend electronic sports competitions for close observation.
部分同学将来甚至有机会去电竞赛场近距离观察。
According to the 2017 China Game Industry Development Report, the annual revenue for the industry has reached 219 billion yuan.
根据《2017年中国游戏行业发展报告》显示,中国游戏行业整体营业收入约为2190亿元。
Though the industry is a great contributor to GDP and employment, playing electronic games is still seen by many as an inappropriate pastime, especially for students.
尽管电子游戏产业对于GDP和就业有巨大贡献,但是玩游戏--尤其是学生玩游戏,仍被很多人看作不务正业。
The course is not meant to challenge traditional thinking, said Chen. "I like playing games, but I deeply understand the problems that games have caused."
陈老师称,开设这门课并非是“反传统”或者“为了挑战而挑战”。他说道:“我自己很喜欢玩游戏,但也深知游戏导致的一些问题。”
Chen predicted many students will be involved into the game industry either through employment or investment, as the industry may develop into a backbone of the entertainment industry before long.
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