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電子游戲應(yīng)成為奧運(yùn)會(huì)項(xiàng)目?

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2015年01月14日

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電子游戲應(yīng)成為奧運(yùn)會(huì)項(xiàng)目?

 

Competitive video gaming - known as e-sports - should be included in the Olympic Games, the creator of World of Warcraft has told the BBC.

著名電子游戲《魔獸世界》的開發(fā)者近日在BBC的節(jié)目中表示,競(jìng)賽類的電子游戲(即人們所熟知的電子競(jìng)技體育)應(yīng)歸入奧運(yùn)會(huì)比賽項(xiàng)目。

Rob Pardo, who until July was chief creative officer at Blizzard Entertainment, said "sport" now had a broad definition.

今年七月剛卸任的著名游戲公司暴雪娛樂(Blizzard Entertainment)前創(chuàng)意總監(jiān)羅布·帕爾多(Rob Pardo)認(rèn)為,現(xiàn)在“體育”的概念比以往更寬泛。

"Videogames are well positioned to be a spectator sport," he told Afternoon Edition on BBC 5 Live.

帕爾多在英國廣播公司第五頻道的《下午要聞》(Afternoon Edition)節(jié)目中說道:“電子游戲比賽正好可以歸為觀賞性強(qiáng)的競(jìng)技運(yùn)動(dòng)類型。”

Professional e-sports events currently attract audiences of millions.

專業(yè)電子競(jìng)技比賽一般可吸引數(shù)百萬名觀眾。

A recent major final held in Seoul,South Korea, filled a stadium of 40,000 people - with many more watching either online or at meet-ups around the world.

近日在韓國首爾舉行的一場(chǎng)大型電玩決賽現(xiàn)場(chǎng)中,可容納4萬名觀眾的體育場(chǎng)座無虛席,還有更多的人在全球各地通過網(wǎng)絡(luò)或劇集在一起觀看了直播。

"There's a very good argument for e-sports being in the Olympics," Mr Pardo, who was also lead designer on Starcraft: Brood War, a game often credited with kickstarting the e-sports phenomenon.

“電子競(jìng)技體育成為奧運(yùn)會(huì)項(xiàng)目有相當(dāng)充分的理由,”同時(shí)負(fù)責(zé)設(shè)計(jì)《星際爭霸:母巢之戰(zhàn)》的帕爾多說對(duì)此說道。該系列作品被普遍認(rèn)為推動(dòng)了世界競(jìng)技體育的發(fā)展。

"I think the way that you look at e-sports is that it's a very competitive skillset and you look at these professional gamers and the reflexes are lightning quick and their having to make very quick decisions on the fly.

“人們看待電子競(jìng)賽應(yīng)該主要看這些:它有充滿競(jìng)技性的技能組合,專業(yè)的玩家閃電般的反應(yīng)能力以及在混亂中迅速做出決定的能力。

"When you look at their 'actions per minute', they're clearing over 300." However, he conceded that video gaming faces a cultural battle to win other those who follow more physical sports.

“他們每分鐘的操作次數(shù)起碼超過300次。” 但帕爾多也承認(rèn)電子競(jìng)賽面臨著一個(gè)文化壁壘:人們更接受體能型的體育項(xiàng)目。

"That starts getting into how you define sport," he said.

“這就要先轉(zhuǎn)變你對(duì)體育的理解,”他說。

"If you want to define sport as something that takes a lot of physical exertion, then it's hard to argue that videogames should be a sport, but at the same time, when I'm looking at things that are already in the Olympics, I start questioning the definition."

“如果你認(rèn)為體育是種體力運(yùn)動(dòng),那你很難說服別人將電子競(jìng)技定義為體育。但與此同時(shí),我也看到目前一些奧運(yùn)會(huì)比賽項(xiàng)目也不完全是傳統(tǒng)定義中的體育類型,所以我認(rèn)為體育的定義正處于變化中。”

Having new sports admitted into the Olympic roster is a long-winded process and, since the International Olympic Committee (IOC) capped the number of sports allowed in the Games, has become increasingly difficult.

任何新運(yùn)動(dòng)項(xiàng)目要想加入奧運(yùn)會(huì)項(xiàng)目都有非常漫長的過程,而國際奧委會(huì)(IOC)對(duì)比賽體育數(shù)量的限定更是增大了難度。

Even if e-sports were to be recognised as an Olympic sport, that does not mean it will be included in the Games - it merely means a case can be presented to the IOC.

即使電子競(jìng)技體育有朝一日被認(rèn)可為一項(xiàng)奧運(yùn)會(huì)項(xiàng)目,也不意味著能成為比賽項(xiàng)目,只能說明是時(shí)候可以向國際奧委會(huì)提出申請(qǐng)了。


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