Coe-volutionary games—A mini review
大学生玩电脑游戏的利与弊英语作文

大学生玩电脑游戏的利与弊英语作文全文共3篇示例,供读者参考篇1The Pros and Cons of College Students Playing Video GamesHey guys, what's up? As a college student myself, I know video games are a huge part of many of our lives. But just how good or bad is it to spend so much time gaming? I've given this topic a lot of thought, and I've come up with a bunch of pros and cons that I think are worth considering. Let me break it down for you.On the plus side, video games can actually have some significant benefits for us college kids. First off, they allow us to blow off steam and decompress after long days of intense studying, lectures, and excessive hitting of the books. With so much academic pressure, gaming provides a healthy outlet to relieve stress and anxiety. It's a way for us to escape the grind and reset our minds when we're feeling mentally drained.Beyond just relaxation, video games also stimulate our minds in unique ways. Many games require strategic thinking, problem-solving, multi-tasking, and hand-eye coordination.Some would argue these cognitive skills could translate to academic and professional settings down the road. There's also the social aspect - online multiplayer allows us to connect with friends across campus or around the world through teamwork and competition.What's more, gaming has been shown to improve skills like decision-making under pressure and enhanced perception of our surroundings. First-person shooter fans, I'm looking at you! Overall, video games represent an entertaining and engaging form of recreation that exercises our brains in ways distinct from classwork.But here's the flip side - gaming can be crazy addictive and quickly veer into excessive, unhealthy territory. Once you get hooked on that endless cycle of level-ups, loot drops, and achievements, it becomes easy to lose entire days or neglect other crucial aspects of life like schoolwork, part-time jobs, exercise, and face-to-face social interaction.I know so many people, myself included at times, who have struggled to maintain balance and moderation with gaming. We've sacrificed sleep to grind just a few more hours, leading to grogginess and lack of focus in class the next day. We've skipped doing assigned readings or problem sets because we couldn'tpry ourselves away from the controller. Grades can absolutely tank if you let gaming consume too much of your time and priorities.That's not even mentioning the repetitive strain injuries, headaches, sedentary habits, and disruptions to normal sleep cycles that excessive gaming can bring about. When taken to an extreme, it can legitimately hamper your physical and mental health as a student.Speaking of health, the costs of gaming can also do real damage to your finances. Buying the latest and greatest games, subscriptions, DLCs, peripherals, and hardware upgrades gets pricey fast. That's money that could be going toward more vital expenses like rent, groceries, textbooks, and creating an emergency fund. I've got buddies who have racked up credit card debt just to feed their gaming habits. Not a smart move for college students already drowning in loans.Then there's the more philosophical side of the gaming debate. Some would argue that spending dozens of hours each week blasting aliens, slaying dragons, or building fantasy worlds is unproductive and vapid - a colossal waste of time that could be spent on more meaningful enrichment. Why veg out when you could be reading great literature, learning a new language orinstrument, getting involved with community service, or working toward elite internships and career opportunities?I've definitely had older relatives and mentors question why I spend so much time on "mindless games" instead of activities that would make me a more well-rounded person. There's a anti-gaming stigma and perception that it makes you lazy, socially inept, and disconnected from the real world. Fair or not, that view definitely still exists for some people.At the end of the day, I don't think gaming itself is inherently good or bad for college students. It really comes down to wellness and balance - treating gaming as the entertaining hobby it should be, not allowing it to warp into an unhealthy obsession that controls your life.For me personally, I've had to learn moderation through trial and error. I've gone through phases of being consumed by gaming, only to have my grades plummet until I enforced stricter limits on my playing time. These days, I allocate maybe 10-15 hours per week for gaming, but never at the expense of skipping classes, assignments, or work responsibilities. It's a nice way to mentally recharge, but not my entire life.I think having good self-awareness about your motivations and ability to compartmentalize gaming is key. If you're using itto genuinely de-stress and as a fun, social outlet, that's awesome. But if you're using gaming as an unhealthy escape or coping mechanism to avoid other areas of life, that's where problems arise.My advice? Set reasonable gaming limits, stick to them strictly, and view gaming as one of many recreations that adds value to your life - not the sole purpose of it. As long as you're excelling academically, taking care of yourself, building a bright future, and gaming doesn't control you, then I believe it can be a perfectly acceptable part of the college lifestyle in moderation.At our age, we've got decades ahead of us to be full-fledged adults and professionals. College is a brief window to hold onto parts of childhood and adolescence a little longer. So keep prospering in your studies, but don't feel guilty about blowing off some steam on the sticks every now and then too.That's just my take after reflecting on gaming through years of undergrad. We all have to find the right balance that works for us. At the end of the day, just be conscious about how and why you're gaming. As long as it's uplifting and complements your life, not consuming it, you're probably going to be just fine.篇2The Pros and Cons of College Students Playing Computer GamesHey, what's up? As a college student, I know all too well about the allure of computer games. Whether it's a intense round of Call of Duty with the squad, an epic raid in World of Warcraft, or just chilling out with a casual mobile game, gaming is a huge part of student life these days. But is it a good thing or a bad thing? There's a lot of debate around this topic. I've given it a lot of thought myself, and here's my take on the pros and cons of us college kids playing video games.On the plus side, I really do think gaming can have some solid benefits. For one, it allows us to blow off steam and decompress from the intense pressure-cooker of academics. Let's be real, college is incredibly stressful with endless papers, tests, labs, and that looming sense of "What am I going to do with my life?" Spending an hour or two killing zombies or exploring fantastical worlds gives our minds a much-needed break from that grind.Gaming can also be incredibly social, despite what your parents might think about us being locked away in our rooms. Thanks to online multiplayer, voice chat, and sites like Twitch, gaming facilitates connections and lets us hang out with friendseven when we're apart. My buddies and I stayed tight by squadding up regularly, and I've made tons of great online friends through games as well. It's a nice sense of community.There's also evidence that certain games can impart useful skills. Strategizing and resource management in real-time strategy games flexes your brain muscles. First-person shooters improve hand-eye coordination. Puzzle games boostproblem-solving abilities. And many games get us more comfortable with technology, computer literacy, and remote communication tools that are so crucial for today's world.Plus, gaming is just straight-up fun! It allows us to experience incredible stories, imagine ourselves as heroes or villains, and explore wondrous realms of fantasy and sci-fi. Games can blow our minds with incredible graphics, stellar writing, and gameplay that runs the gamut from heart-pounding action to serene zen-like experiences. For arts lovers, games are the vanguard of new interactive media. What's not to love?However, I obviously can't ignore the potential downsides that come with excessive gaming, especially if it leads to addiction. I've been there - falling into a cycle of sleepless nights, skipping class and assignments, existing on a diet of energy drinks and junk food. It's so easy for gaming to become anobsession that torpedoes your productivity, grades, and even your health and social life. The gaming high gives way to anxiety, guilt, and regret.There's also the issue of cost. Between forking over 60+ for hot new game releases, paid online subscriptions for many titles, the never-ending steam of gameplay expansions and DLC, and the perpetual hardware arms race to own the latest/greatest gaming rig, it adds up to a rather exorbitant hobby. And that's not even getting into the shady business practices like predatory loot boxes that many game companies employ these days.Another concern is the content and culture around certain games. While many titles can be uplifting, others normalize or even glorify stuff like graphic violence, hypersexualization of characters, and other unsavory elements. The gaming community itself often has issues with toxicity, harassment, and a lack of diversity and inclusion. I want my hobbies to be ethical and bring more light to the world, not contribute to societal ills.At the end of the day, like most things, gaming becomes a question of balance and moderation. If you can set reasonable limits, prioritize your studies and health, and walk away feeling enriched overall, then games can definitely be a positive outlet. But if it becomes an addiction that wrecks your life, grades,relationships, and sends you down an unhealthy rabbit hole, then it's clearly problematic.For me personally, I try to be very mindful of my gaming habits. I set firm time budgets, like only allowing myself a couple hours of gaming a day and none at all during crunch times like finals week. I curate my library towards games that stimulate my mind and allow me to have fun experiences with friends, avoiding anything too vapid or corrosive. And perhaps most importantly, I never let gaming come before the things that really matter - my education, my self-care, my job prospects, and nurturing my closest relationships.So that's my take, for whatever it's worth. Gaming is wildly popular and definitely has its appeals, but we have to be aware of its potential pitfalls too. If we can strike that balance as students and keep it a fun hobby that enhances our lives rather than controls them, then I think we're good. Just don't let that K/D ratio become more important than your G.P.A., ya dig? Peace!篇3The Pros and Cons of College Students Playing Computer GamesHey there! As a college student myself, I know firsthand how addictive and time-consuming computer games can be. Whether you're into multiplayer battle royales, immersive RPGs, or just casual mobile games, gaming has become a huge part of student life. But is it a good thing or a bad thing? Like with most things, there are pros and cons to weigh up. Let me break it down for you from my perspective.On the plus side, playing computer games can actually have some real benefits for us students. For one, they help relieve stress and anxiety. College is crazy stressful with all the assignments, exams, money worries and social pressures. Gaming gives us a way to take a break, chill out, and escape from it all for a while. It's like a little mini-vacation from the madness, you know? Research shows that playing games releases dopamine and other feel-good brain chemicals that improve our mood and mental health.Games can also be a great way to socialize and stay connected with friends, even long-distance ones. With multiplayer games, you can team up and chat over voice comms while working together towards goals. It's like hanging out IRL but from the comfort of your dorm. For students who strugglewith social anxiety or don't have a strong local friend group, online gaming communities can be a real lifeline.Beyond the social and mental health angles, some games can actually help develop useful skills. Strategy games push you to think critically, manage resources, and execute long-term plans under pressure - not unlike what we have to do with our studies and future careers. Games with complex storylines and dialogue options improve reading comprehension and decision-making. And let's not forget all the hand-eye coordination and reaction time benefits of shooting games and the like.That said, gaming definitely has its drawbacks too, especially if you take it too far into addiction territory. One of the biggest issues is how games are designed to be so compellingly addictive with reward loops and fear of missing out onlimited-time content and events. It's so easy to get sucked in for hours and hours, neglecting other important things like assignments, classes, jobs, exercise or social obligations. I've seen classmates flunk out because they couldn't pull themselves away from gaming when it counted.Spending too much time gaming can also strain your physical health in various ways. The sedentary nature of itcombined with snacking leads to weight gain, poor fitness and nutrition. Then there's things like tech neck, eye strain, carpal tunnel, poor sleep habits from those late-night gaming binges and the associated fatigue and focus issues. Your posture gets all jacked up from being hunched over a screen too. Not a good look.Games have also been linked to increased anxiety, depression and alienation in some studies. The more you immerse yourself in an escapist fantasy world, the harder it can be to deal with real life. Some games normalize graphic violence too, which could potentially desensitize folks over time. I've definitely seen how competitiveness and trash talk in multiplayer communities can get toxic AF and breed harassment, bullying and anger issues.Speaking of multiplayer, there's always the risk of creeps trying to get personal info out of you or sending gross messages and content. It's honestly terrifying how many female gamers, and even young kids, get preyed on by predators taking advantage of online anonymity. Moderation and reporting systems need to be so much better to make gaming safer. And of course, gaming eats up a ton of time and money that could be better spent on more productive hobbies or saving up.At the end of the day though, I think gaming in reasonable moderation is fine and can legit benefit college students in various ways. The key is being self-aware and disciplined enough to keep it as just a hobby that complements your studies and life, not something that takes over and causes you to neglect your priorities and health. Games can be awesome sources of fun, friendships and growth, but they need to be kept in their lane, you know? Make sure to schedule game time as a reward after getting your work done, not a procrastination tool.It's all about striking that balance and being an adult about it. If gaming is negatively impacting your grades, mental health, relationships or finances though, you gotta be real with yourself and reel it back in before it snowballs into a bigger issue. College sets you up for your whole career and life path, so don't throw away those opportunities just to grind one more season of Apex or whatever the hot game is these days.That's just my two cents as a shameless gaming enthusiast who's also seen the light and dark sides of this hobby up close over the years. At the end of the day, we're all human and gaming can be unhealthy or healthy depending on how we approach it. Just be smart about it and keep perspective on what really matters: getting that degree and setting yourself up forpost-grad success! Okay, rant over - now if you'll excuse me, my raid group is waiting...。
游戏导致暴力行为英语作文

Video games have become an integral part of modern entertainment,with millions of people around the world engaging in them daily.However,there has been a longstanding debate about the potential impact of video games on the behavior of players, particularly concerning the possibility of games leading to violent behavior.This essay will explore the arguments for and against this notion,considering the evidence and the various perspectives on the issue.Introduction to the DebateThe debate over whether video games cause violent behavior has been ongoing for decades.Critics argue that the graphic content and aggressive scenarios in some games can desensitize players to violence and potentially incite aggressive behavior.On the other hand,proponents of gaming argue that there is no direct correlation between video games and violent actions,and that other factors,such as social and psychological conditions,play a more significant role.The Arguments for Video Games Causing Violent Behavior1.Desensitization:Some studies suggest that exposure to violent content in video games can lead to desensitization,where individuals become less affected by violent stimuli over time.This could potentially lead to a reduced response to reallife violence.2.Imitation:Young people,in particular,are known to imitate behaviors they observe.If they are exposed to violent actions in games,they might be more likely to imitate these behaviors in real life.3.Aggressive Cues:Games that reward players for violent actions can reinforce aggressive behaviors.The immediate gratification from such games might condition players to associate violence with positive outcomes.4.Increased Aggression:Several studies have reported shortterm increases in aggressive thoughts and behaviors following exposure to violent video games.The Arguments Against Video Games Causing Violent Behaviorck of Direct Evidence:Despite numerous studies,there is no conclusive evidence that links video games directly to violent behavior.Many longitudinal studies have failed to find a consistent pattern of aggression resulting from gaming.2.Catharsis Theory:Some psychologists argue that video games can act as a form ofcatharsis,allowing players to vent their frustrations in a controlled environment, potentially reducing the likelihood of realworld aggression.3.Correlation vs.Causation:Critics of the link between video games and violence point out that correlation does not imply causation.Many factors,including genetics, upbringing,and social environment,could contribute to violent behavior independently of gaming.4.The Complexity of Human Behavior:Human behavior is complex and multifaceted.It is an oversimplification to attribute violent tendencies solely to video games,ignoring the myriad of other influences on an individuals behavior.The Role of Parental Guidance and EducationRegardless of the debates outcome,one aspect that is widely agreed upon is the importance of parental guidance and education.Parents can play a crucial role in monitoring the types of games their children play and discussing the difference between the virtual world and reallife actions.ConclusionThe relationship between video games and violent behavior is a complex issue with no onesizefitsall answer.While some studies suggest a link,others refute it.It is essential to consider the broader context of an individuals life and the multifaceted nature of human behavior when examining this issue.Ultimately,a balanced approach that includes education,parental involvement,and responsible gaming practices is likely the most effective way to address concerns about the potential impact of video games on behavior.。
介绍电脑游戏功能英语作文

Computer games have become an integral part of modern entertainment,offering a wide range of features that cater to diverse interests and skill levels.Here is an overview of the functionalities that are commonly found in computer games:1.Interactive Storytelling:Many games feature intricate narratives that unfold as the player progresses through the game.Players often make choices that affect the storyline, leading to multiple endings and immersive experiences.2.Realistic Graphics:Advancements in technology have allowed for the creation of stunning visuals in games.Highdefinition textures,realistic lighting,and detailed character models contribute to a more engaging and believable gaming world.3.Multiplayer Capabilities:Online multiplayer features enable players to compete or cooperate with others from around the globe.This includes competitive modes like deathmatches,cooperative missions,and even largescale battles in massively multiplayer online games MMOs.4.Customization Options:Players can often personalize their gaming experience by customizing characters,weapons,and even game settings.This allows for a unique playstyle tailored to individual preferences.5.Achievements and Rewards:Many games incorporate a system of achievements or trophies that players can earn by completing specific tasks or challenges.These rewards can be a source of pride and motivation to explore all aspects of the game.6.Modding Support:Some games offer modding support,allowing players to create and share their own content,such as new levels,characters,or game mechanics.This can greatly extend the life of a game and offer new experiences beyond the original design.7.Virtual Reality VR Integration:With the advent of VR technology,some games offer a fully immersive experience where players can interact with the game world in a threedimensional space,using VR headsets and controllers.8.Esports and Competitive Gaming:Certain games are designed with competitive play in mind,leading to the rise of esports,where professional gamers compete in tournaments with large prize pools and global audiences.9.CrossPlatform Play:Modern games often support crossplatform play,allowing players on different devices,such as PCs,consoles,and mobile devices,to play together seamlessly.cational Content:Some computer games are designed with educational purposes, teaching players about history,science,or problemsolving skills in an engaging and interactive way.11.Accessibility Features:To cater to a wider audience,including those with disabilities, many games include accessibility options such as colorblind modes,adjustable controls, and screen reader compatibility.12.Dynamic Environments:Some games feature dynamic environments that change based on player actions or realworld time,adding an extra layer of realism and immersion.13.Save and Load Systems:Players can save their progress at any point and return to it later,allowing for flexible play sessions and reducing the frustration of losing progress.14.InGame Economies:Many games feature ingame economies where players can earn, trade,or purchase virtual goods,sometimes even with realworld currency.15.Regular Updates and DLC:Developers often release updates and downloadable content DLC to expand the game,fix bugs,and introduce new features,keeping the game fresh and engaging for players.These features not only enhance the gaming experience but also demonstrate the versatility and creativity of the gaming industry,ensuring that there is something for everyone in the world of computer games.。
2024-2025学年辽宁省实验中学高三上学期期中考试英语试题(含听力)

2024-2025学年辽宁省实验中学高三上学期期中考试英语试题(含听力)1. Which language can Robert speak well?A.Russian. B.German. C.French.2. What are the speakers probably talking about?A.A tour. B.A movie. C.A friend.3. What is the time now?A.About 10:05. B.About 10:10. C.About 10:15.4. Where is the woman?A.On a flight. B.In China. C.At home.5. What does the man own?A.The flat. B.The car. C.The furniture.听下面一段较长对话,回答以下小题。
6. What does the woman say about buying the car?A.She doesn’t like the car.B.The price is not reasonable.C.She doesn’t have enough money.7. Why does the man want to talk with the manager?A.To get the price down another $500.B.To get the price down another $1,000.C.To get the price down another $2,000.听下面一段较长对话,回答以下小题。
8. What will the speakers probably do in the morning?B.Go to the local beach. C.Eat in the restaurant.A.Go to the amusementpark.9. Where is the Natural History Museum?A.Near the beach. B.Next to the restaurant. C.By the amusement park.10. What does the woman think of watching the sun go down?A.It’s relaxing.B.It’s wonderful.C.It’s impossible.听下面一段较长对话,回答以下小题。
一场试探游戏英语作文

一场试探游戏英语作文A Game of ProbingLast weekend, I experienced a rather peculiar game a game of probing. It all started when my friends and I decided to have some fun during our get-together.We sat in a circle, and the rules were simple. Each person would take a turn to ask a question to another person, and the answer had to be honest. But here was the catch – the questions were designed to dig deep into one's thoughts, feelings, and secrets.At first, the questions were light-hearted, like "What's your favorite color?" or "Which movie do you like best?" But as the game went on, it became more intense. One friend asked another, "Have you ever had a secret crush that no one knew about?" The atmosphere grew a bit tense, but everyone still answered truthfully.I was nervous when it was my turn to be questioned. The question thrown at me was, "What's the biggest mistake you've ever made and what did you learn from it?" I took a deep breath and shared a story that I had rarely spoken of before. It felt strangely liberating to open up like that.This game of probing not only brought us closer as friends but also made us understand each other on a deeper level. We discovered sides of one another that we had never known before. It taught us that sometimes, being honest and sharing our vulnerabilities can strengthen our bonds.However, it also made me realize that while such games can be fun and insightful, we need to be careful not to cross the line and respect each other's boundaries. After all, trust is a precious thing that should be cherished.Overall, this game of probing was an unforgettable experience that left me with a lot to think about.。
迷你宇宙英文作文怎么写

迷你宇宙英文作文怎么写英文:Miniature universe, also known as the microcosm, is a hypothetical concept in which a universe is created in a small scale. It is believed that a miniature universe can be created in a laboratory by using advanced technology. The idea of a miniature universe has been explored in science fiction for many years, but it is still a topic of debate among scientists.There are several theories about how a miniature universe could be created. One theory suggests that it could be created by using a particle accelerator to create a small black hole. Another theory proposes that a miniature universe could be created by using a computer simulation.If a miniature universe were to be created, it would be fascinating to study its properties and behavior. It couldhelp us understand the workings of the universe on asmaller scale and could potentially lead to new discoveries in physics and cosmology.中文:迷你宇宙,也被称为微观世界,是一个假想的概念,即在小尺度上创建一个宇宙。
设置游戏防沉迷英语作文
Video games have become an integral part of many peoples lives,offering entertainment,relaxation,and a way to connect with others.However,with the increasing popularity of gaming,concerns have arisen about the potential for excessive gaming to interfere with daily life and responsibilities.To address this issue,implementing antiaddiction measures in video games is essential.1.Introduction of AntiAddiction SystemsAntiaddiction systems,also known as antiobsessive systems,are designed to prevent players from spending excessive time and money on games.These systems can include features such as time limits,spending caps,and age restrictions,which are intended to promote a healthy gaming environment.2.Time LimitationsOne of the primary features of an antiaddiction system is the imposition of time limits on gameplay.This can involve setting a maximum number of hours a player can be logged into a game within a certain period,such as24hours.Once the limit is reached,the player is automatically logged out and may need to wait a certain amount of time before they can log back in.3.Spending CapsAnother important aspect of antiaddiction measures is the establishment of spending caps. This helps to prevent players,especially younger ones,from making large ingame purchases that they or their families may not be able to afford.Spending caps can be set at a daily,weekly,or monthly limit,depending on the game and its target audience.4.Age RestrictionsAge restrictions are crucial for protecting younger players from the potential negative effects of excessive gaming.By setting minimum age requirements for certain games or game features,developers can ensure that players are of an appropriate age to engage with the content responsibly.5.Parental ControlsParental controls allow parents or guardians to monitor and manage their childs gaming activities.These controls can include setting time limits,restricting access to certain games,and monitoring ingame purchases.They provide an additional layer of protectionfor younger players.cation and AwarenessAlongside technical measures,its important to raise awareness about the potential risks of gaming addiction.This can be done through educational campaigns,ingame prompts,and providing resources for players to understand the signs of excessive gaming and how to seek help if needed.7.Benefits of AntiAddiction MeasuresImplementing antiaddiction measures can have several benefits,including promoting a healthier gaming culture,protecting vulnerable players from exploitation,and fostering a more balanced approach to gaming as a leisure activity.8.Challenges and SolutionsWhile antiaddiction systems are beneficial,they also present challenges such as circumvention by players and the need for continuous updates to keep up with gaming trends.Solutions include improving system robustness,collaborating with the gaming community for feedback,and adapting measures to different gaming genres and platforms.9.ConclusionThe implementation of antiaddiction measures in video games is a necessary step towards ensuring that gaming remains a positive and enjoyable pastime for all.By setting reasonable limits and providing tools for players to manage their gaming habits,we can help prevent the negative impacts of excessive gaming and promote a healthier gaming experience.In summary,antiaddiction systems play a vital role in maintaining a balance between the enjoyment of gaming and the responsibilities of daily life.They are a testament to the gaming industrys commitment to player wellbeing and the responsible enjoyment of digital entertainment.。
迷你大乱斗的作文英文
迷你大乱斗的作文英文Title: The Craze of Mini Brawls。
In the realm of gaming, few phenomena captivate enthusiasts quite like the frenzy of Mini Brawls. It's an arena where the conventional rules of engagement are tossed aside, replaced by a chaotic maelstrom of action and strategy. The allure of Mini Brawls lies in its dynamic nature, where unpredictability reigns supreme and every match promises an adrenaline-fueled experience.One of the defining characteristics of Mini Brawls is its accessibility. Unlike traditional gaming formats that demand hours of commitment, Mini Brawls offer quick bursts of excitement, making them ideal for players with limited time or those seeking instant gratification. Whether you have ten minutes or an hour to spare, there's always room for a quick brawl.Another aspect that contributes to the appeal of MiniBrawls is the sheer variety of gameplay options available. From team-based skirmishes to free-for-all chaos, there's a Mini Brawl mode to suit every taste. Players can indulge in classic showdowns or experiment with innovative twists, ensuring that boredom is never a concern.Furthermore, Mini Brawls foster a sense of camaraderie among players. In the heat of battle, alliances are forged, and rivalries are born, creating a vibrant community united by a shared passion for gaming. Whether you're teaming up with friends or facing off against strangers, the bonds formed in the arena are as strong as any forged in the real world.However, it's not just the gameplay that makes Mini Brawls so captivating; it's also the strategic depth they offer. Despite their frenetic pace, Mini Brawls require players to think on their feet, adapting their tactics to ever-changing circumstances. Whether it's choosing theright character or mastering the intricacies of the map, success in Mini Brawls demands both skill and cunning.Moreover, Mini Brawls serve as a testament to the evolution of gaming culture. In an era dominated by massive multiplayer titles and sprawling open worlds, Mini Brawls offer a refreshing alternative, harkening back to thearcade days of old while embracing the technological advancements of the present. It's a fusion of nostalgia and innovation that resonates with gamers of all ages.In conclusion, Mini Brawls represent the epitome of gaming excitement. With their fast-paced action, diverse gameplay options, and vibrant community, they offer an experience unlike any other. Whether you're a casual player looking for a quick thrill or a seasoned veteran seeking a new challenge, Mini Brawls have something to offer everyone. So why wait? Dive into the chaos and discover the thrill of Mini Brawls for yourself.。
学生会主席,倡议防沉迷盲盒英语作文
学生会主席,倡议防沉迷盲盒英语作文Stop The Blind Box Craze!Hi friends! My name is Tommy and I'm the new student council president at Oakwood Elementary School. I'm super excited to be leading our student council this year, and I already have a really important issue I want us to take on - the dangers of blind box toy addiction!I'm sure you've all seen the blind box toy craze that has taken over our school and pretty much every kid in the world. These little boxes with random collectible toys inside have become massively popular. Kids are obsessed with getting certain rare figures or collecting entire sets. It's become a huge money-making business for toy companies.At first, blind boxes seem pretty harmless and fun. You spend a few bucks, open up the box, and get a cool random toy. What's the harm in that? Well, as someone who has gotten wayyyy too into blind box collecting, I can tell you that it's actually a dangerous habit that feeds right into addictive behaviours in kids.The Thrill of the ChasePart of what makes blind boxes so addictive is the excitement and anticipation of what random toy you're going to get. It's the thrill of the chase and the possibility of getting that ultra-rare figure everyone wants. You keep buying more boxes, hunting for that elusive toy. It's kind of like how gambling can become an addiction for some people.For me, it started off with just buying a few Zingles blind boxes here and there. I loved the cute little animal figures and I wanted to collect them all. But once I had opened a bunch of boxes and was missing just a couple figures to complete the set, I became obsessed with finding those last ones. I spent all my allowance and money I had saved on blind boxes, desperately hoping to get the figures I needed.I remember one Saturday when my parents took me to the mall, and I begged them to buy blind boxes from every store that sold them, probably 15 or 20 boxes. I was so excited to open each one, but also super disappointed each time I pulled out a duplicate figure I already had. By the end, I had spent over 50 of my parents' money and still didn't get the figures I was looking for! I was really upset and couldn't think about anything else.Some kids have spent hundreds or even thousands of their parents' dollars on blind boxes, trying to chase these toycompany's clever marketing tricks. It's really not okay, and the addictive behaviors it encourages are unhealthy, especially for kids our age whose brains are still developing.Shady Marketing TacticsSpeaking of the toy companies, their marketing tactics are a huge part of the blind box problem. They intentionally only include a few rare figures in blind box cases and do things like artificially increase the hype and demand by having "limited edition" figures or accessories that are extremely difficult to get.They use tricks learned from other companies that create addictive games and apps, like having a bunch of common figures that are easy to get at first to make you feel rewarded. But then the excitement wears off once you have all the common ones, so you chase after the rare ones and spend way more money than you meant to.The toy companies make billions of dollars every year exploiting kids' addictive behaviours and desire to collect things. All this does is teach kids unhealthy spending habits and make us obsess over material things instead of what really matters in life. It's just not right!The Social PressuresAnother big problem is the social pressures and status around having the rare and "cool" blind box figures. At school, kids are judged a lot by what kind of toys and possessions they have. If you don't have the latest rare figures that everyone wants, you can become an outcast or get bullied for being "poor" or not having good taste.I've seen this toxic behavior a lot, even among my friends.。
如何看待下架游戏作文英语
如何看待下架游戏作文英语How to View the Removal of Games。
In recent years, with the rapid development of the gaming industry, more and more games have been launched. However, some games have been removed from the market due to various reasons, such as violating regulations or causing social controversies. As a result, how to view the removal of games has become a hot topic.On the one hand, some people believe that the removal of games is necessary and reasonable. Firstly, some games may contain harmful content, such as violence, pornography, and gambling, which may have negative impacts on young people's physical and mental health. Secondly, some games may violate regulations, such as copyright, intellectual property, and cybersecurity laws, which may harm the interests of others. Therefore, removing these games can protect the public interest and promote social harmony and stability.On the other hand, some people argue that the removal of games is a violation of freedom of expression and creativity. Firstly, games are a form of art and entertainment, which should be protected by the right to freedom of expression. Secondly, games are a creative industry that generates revenue and employment opportunities, which should be supported by the government and society. Therefore, removing games without sufficient evidence and justification may infringe upon the rights and interests of game developers and players.In my opinion, the removal of games should be based on a balanced and objective evaluation of their content and impact. On the one hand, games that contain harmful content or violate regulations should be removed or revised to comply with the law and social norms. On the other hand, games that have positive values and creative ideas should be protected and promoted, as they can inspire and educate players and contribute to the development of the gaming industry.In conclusion, the removal of games is a complex issue that involves multiple factors and perspectives. It requires a comprehensive and rational approach that respects both the public interest and individual rights. Only by doing so can we create a healthy and vibrant gaming environment that benefits everyone.。
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BioSystems99 (2010) 109–125Contents lists available at ScienceDirectBioSystemsj o u r n a l h o m e p a g e:w w w.e l s e v i e r.c o m/l o c a t e/b i o s y s t e msCoevolutionary games—A mini reviewMatjaˇz Perc a,∗,Attila Szolnoki ba Department of Physics,Faculty of Natural Sciences and Mathematics,University of Maribor,Koroˇs ka cesta160,SI-2000Maribor,Sloveniab Research Institute for Technical Physics and Materials Science,P.O.Box49,H-1525Budapest,Hungarya r t i c l e i n f oArticle history:Received4September2009Received in revised form2October2009 Accepted5October2009PACS:02.50.Le87.23.Ge87.23.Kg89.75.FbKeywords:Evolutionary gamesCoevolutionSocial dilemmasCooperation a b s t r a c tPrevalence of cooperation within groups of selfish individuals is puzzling in that it contradicts with the basic premise of natural selection.Favoring players with higherfitness,the latter is key for understanding the challenges faced by cooperators when competing with defectors.Evolutionary game theory provides a competent theoretical framework for addressing the subtleties of cooperation in such situations,which are known as social dilemmas.Recent advances point towards the fact that the evolution of strategies alone may be insufficient to fully exploit the benefits offered by cooperative behavior.Indeed,while spa-tial structure and heterogeneity,for example,have been recognized as potent promoters of cooperation, coevolutionary rules can extend the potentials of such entities further,and even more importantly,lead to the understanding of their emergence.The introduction of coevolutionary rules to evolutionary games implies,that besides the evolution of strategies,another property may simultaneously be subject to evo-lution as well.Coevolutionary rules may affect the interaction network,the reproduction capability of players,their reputation,mobility or age.Here we review recent works on evolutionary games incorpo-rating coevolutionary rules,as well as give a didactic description of potential pitfalls and misconceptions associated with the subject.In addition,we briefly outline directions for future research that we feel are promising,thereby particularly focusing on dynamical effects of coevolutionary rules on the evolution of cooperation,which are still widely open to research and thus hold promise of exciting new discoveries.© 2009 Elsevier Ireland Ltd. All rights reserved.1.IntroductionCooperation and defection are the two strategies that are usu-ally at the heart of every social dilemma(Dawes,1980).While cooperative individuals contribute to the collective welfare at a personal cost,defectors choose not to.Due to the resulting lower individualfitness of cooperators the selection pressure acts in favor of the defectors,thus designating the evolution of cooper-ation as a dilemma standing on its own.Established by Maynard Smith and Price(1973),evolutionary game theory(Maynard Smith, 1982;Weibull,1995;Gintis,2000;Nowak,2006a)provides a competent theoretical framework to address the subtleties of coop-eration among selfish and unrelated individuals.The prisoner’s dilemma game in particular,is considered a paradigm for tackling the problem of cooperation(Axelrod,1984).The game promises a defecting individual the highestfitness if facing a cooperator. At the same time,the exploited cooperator is worse off than a defector playing with another defector.According to the funda-mental principles of Darwinian selection,cooperation extinction is therefore inevitable.This unadorned scenario is actually realized ∗Corresponding author.E-mail addresses:matjaz.perc@uni-mb.si(M.Perc),szolnoki@mfa.kfki.hu (A.Szolnoki).in the well-mixed prisoner’s dilemma game,where defectors reign supreme(Hofbauer and Sigmund,1998).Relaxing the inevitabil-ity of a social downfall constituted by the well-mixed prisoner’s dilemma is the snowdrift or hawk-dove game(Maynard Smith and Price,1973),where mutual defection is individually less favorable than a cooperation–defection pair-up.Accordingly,the snowdrift game allows for stable coexistence of cooperators and defectors in well-mixed populations(Taylor and Jonker,1978).Completing the triplet is the stag-hunt game(Skyrms,2004),which together with the prisoner’s dilemma and the snowdrift game,forms the standard set of social dilemmas that is frequently explored in the current literature[see e.g.Macy and Flache(2002);Santos et al.(2006b); Szolnoki and Perc(2009c);Roca et al.(2009a)].Compared with the prisoner’s dilemma,the stag-hunt game offers more support for cooperative individuals in that the reward for mutual cooperation is higher than the temptation to defect.Still,cooperation in the stag-hunt game is compromised by the fact that mutual defection is individually more beneficial than being an exploited cooperator, as recently highlighted by Pacheco et al.(2009).An important realization by the pursuit of cooperation in the context of social dilemmas was the fact that the outcome of evolu-tionary games in structured populations can be very different from the well-mixed case.In a pioneering work,Nowak and May(1992) showed that the introduction of spatial structure via nearest neigh-bor interactions enabled the cooperators to form clusters on the0303-2647/$–see front matter© 2009 Elsevier Ireland Ltd. All rights reserved. doi:10.1016/j.biosystems.2009.10.003110M.Perc,A.Szolnoki/BioSystems99 (2010) 109–125square lattice and so protect themselves against the exploitation by defectors.Following this discovery,the impact of the spatial struc-ture on the evolution of cooperation has been investigated in detail (Nowak and May,1993;Huberman and Glance,1993;Nowak et al., 1994a,b;Lindgren and Nordahl,1994;Durrett,1994;Grim,1995; Killingback and Doebeli,1996;Nakamaru et al.,1997;Szabóand T˝oke,1998;Brauchli et al.,1999;Szabóet al.,2000;Tanimoto and Sagara,2007;Alonso-Sanz,2009;Newth and Cornforth,2009),and the subject has since been reviewed comprehensively on differ-ent occasions(Hauert,2002;Doebeli and Hauert,2005;Szabóand Fáth,2007;Roca et al.,2009a).Notably,the theoretical conjecture that spatial structure may promote cooperation,or at least sustain a multitude of competing strategies has been confirmed experi-mentally(Kerr et al.,2002),but there also exist evidences that spatial structure may not necessarily favor cooperation(Hauert and Doebeli,2004).Since the impact of the spatial structure on the evo-lution of cooperation depends on the governing social dilemma, and due to the difficulties associated with the payoff rankings in experimental andfield work(Milinski et al.,1997;Turner and Chao, 1999),it is certainly good practice to test new mechanisms aimed at promoting cooperation on different evolutionary games.The recent shift from evolutionary games on regular grids to evolutionary games on complex networks[for the latter see e.g.Albert and Barabási(2002);Newman(2003);Dorogovtsev and Mendes(2003);Boccaletti et al.(2006)]can be considered a step towards more realistic conditions.Indeed,the shift is by no means trivial and bears fascinating results,as recently reviewed by Szabóand Fáth(2007).Quite remarkably,scale-free networks (Barabási and Albert,1999)turned out to sustain cooperation by all three above-described social dilemmas(Santos and Pacheco, 2005;Santos et al.,2006b,c),owing predominantly to the hetero-geneity that characterizes their degree distribution.Following this seminal discovery,several studies have since elaborated on differ-ent aspects of cooperation on scale-free networks,as for example its dynamical organization(Gómez-Garde˜nes et al.,2007;Pusch et al.,2008),evolution under clustering(Assenza et al.,2008),mix-ing patterns(Rong et al.,2007),memory(Wang et al.,2006)and payoff normalization(Santos and Pacheco,2006;Masuda,2007; Wu et al.,2007;Szolnoki et al.,2008b),as well as its robustness in general(Poncela et al.,2007;Chen et al.,2008a)and under inten-tional attack and error(Perc,2009).The body of literature devoted to the study of evolutionary games on complex network is exten-sive,aside from the scale-free architecture hosting the prisoner’s dilemma(Pacheco and Santos,2005;Ohtsuki et al.,2006;Tang et al., 2006;Y.-S.Chen and Wu,2007;Du et al.,2008;Gómez-Garde˜nes et al.,2008;Floría et al.,2009;Li et al.,2009;Yang et al.,2009b) and the snowdrift game(Wang et al.,2006;Lee et al.,2008;Roca et al.,2009b),covering also small-world(Abramson and Kuperman, 2001;Kim et al.,2002;Masuda and Aihara,2003;Tomochi,2004; Santos et al.,2005;Zhong et al.,2006;Tomassini et al.,2006;Fu et al.,2007c;Chen and Wang,2008;Yang et al.,2008),social as well as other real-world networks(Holme et al.,2003;Lieberman et al., 2005;Vukov and Szabó,2005;Wu et al.,2006a;Chen et al.,2007; Fu et al.,2007b;Luthi et al.,2008,2009;Lozano et al.,2008;Liu et al.,2009).Notably,the impact of different interaction topologies has also been studied for evolutionary games outside the realm of the above-described social dilemmas.Examples include the rock-paper-scissors game(Szabóet al.,2004;Szöll˝osi and Derényi,2008), the ultimatum game(Kuperman and Risau-Gusman,2008)or the public goods game(Yang et al.,2009c),and indeed many more stud-ies of the latter games on complex network are expected in the near future.Besides the conditions generated by spatiality and complex interaction networks,many different mechanisms have been identified that can promote or otherwise affect the evolution of cooperation,and we mention them here briefly.Aside from network reciprocity inherent to games on graphs and complex networks,other prominent rules promoting cooperative behavior are kin selection(Hamilton,1964a,b),direct reciprocity(Axelrod and Hamilton,1981;Brandt and Sigmund,2006;Pacheco et al., 2008),indirect reciprocity(Nowak and Sigmund,1998a,b;Fehr and Gächter,2002;Brandt and Sigmund,2004;Nowak and Sigmund, 2005;Tanimoto,2007c)and group selection(Dugatkin and Mesterton-Gibbons,1996;Traulsen and Nowak,2006;Traulsen et al.,2008),as recently reviewed in(Nowak,2006b).Moreover, voluntary participation(Hauert et al.,2002;Szabóand Hauert, 2002a,b;Semmann et al.,2003;Hauert and Szabó,2003;Szabóand Vukov,2004;Wu et al.,2005;Hauert et al.,2007;Chen et al.,2008c), social diversity(Perc and Szolnoki,2008;Santos et al.,2008),asym-metric influence of links and partner selection(Kim et al.,2002; Wu et al.,2006b),heterogeneous teaching activity(Szolnoki and Szabó,2007;Szolnoki et al.,2008c),and the impact of long-term learning(Wang et al.,2008)have been suggested as interesting possibilities that may emerge in real-life systems.The necessary overlap between interaction and replacement graphs(Ohtsuki et al.,2007a,b;Wu and Wang,2007)has also been recognized as an important agonist in the evolution of cooperation.Furthermore,the importance of time scales in evolutionary dynamics(Pacheco et al., 2006a,b;Roca et al.,2006),the role offinite population size(Nowak et al.,2004;Traulsen et al.,2005,2006),and the impact of noise and uncertainties on evolution in general(Nowak et al.,1995;Traulsen et al.,2004;Szabóet al.,2005;Perc,2006a,b,c;Perc and Marhl, 2006;Vukov et al.,2006;Tanimoto,2007b;Perc,2007b;Ren et al., 2007;Perc and Szolnoki,2007)have been investigated as well.Very recently,random explorations of strategies(Traulsen et al.,2009) and simultaneous adoptions of different strategies depending on the opponents(Wardil and da Silva,2009)have also been identi-fied as potent promoters of cooperation.Some of these mechanisms will be described more accurately in the subsequent sections,but otherwise the reader is referred to the original works for details.In the focus of this mini review are evolutionary games with coevolutionary rules.Initiated by Zimmermann et al.(2001)and by Ebel and Bornholdt(2002b),and in some sense motivated by then very vibrant advances in network growth and evolution(Strogatz, 2001;Albert and Barabási,2002),the subject has evolved into a mushrooming avenue of research that offers new ways of ensuring cooperation in situations constituting a social dilemma.Coevolu-tionary rules constitute a natural upgrade of evolutionary games since in reality not only do the strategies evolve in time,but so does the environment,and indeed many other factors that in turn affect back the outcome of the evolution of strategies.Coevolu-tionary rules can affect the links players make(or break)(Ebel and Bornholdt,2002b;Zimmermann et al.,2004;Zimmermann and Eguíluz,2005;Equíluz et al.,2005;Pacheco et al.,2006a,b, 2008;Santos et al.,2006a;Hanaki et al.,2007;Biely et al.,2007; Li et al.,2007;Tanimoto,2007a;Fu et al.,2007a;Szolnoki et al.,2008a;Perc et al.,2008;Chen et al.,2008b;Pestelacci et al., 2008;Van Segbroeck et al.,2008;Fu et al.,2008,2009b;Kun and Scheuring,2009;Szolnoki and Perc,2009c;Tanimoto,2009a,b;Van Segbroeck et al.,2009;Gräser et al.,2009)(see Section3.1),the size of the network(or population)(Ren et al.,2006;Poncela et al.,2008,2009)(see Section3.2),the teaching activity(or repro-duction capability)(Szolnoki and Perc,2008,2009b)(see Section 3.3)and mobility of players(Majeski et al.,1999;Vainstein and Arenzon,2001;Vainstein et al.,2007;Helbing and Yu,2008,2009; Meloni et al.,2009;Droz et al.,2009)(see Section3.4),their age (McNamara et al.,2008;Stark et al.,2008a,b;Szolnoki et al.,2009; Yang et al.,2009a)(see Section3.5),as well as several other fac-tors(Kirchkamp,1999;Gintis,2003;Axelrod et al.,2004;Hamilton and Taborsky,2005;Fort,2008a;Hatzopoulos and Jensen,2008; Ding et al.,2009;Moyano and Sánchez,2009;Scheuring,2009; Rankin and Taborsky,2009;Szabóet al.,2009)(see Section3.6)thatM.Perc,A.Szolnoki/BioSystems99 (2010) 109–125111Fig.1.Schematic presentation of the two-dimensional T–S parameter plane encom-passing the stag-hunt(SH),the prisoner’s dilemma(PD)and the snowdrift(SD) game.Borders between games are denoted by dashed green lines.Dotted blue diag-onal depicts the r-parametrization of the snowdrift game,while the thick red line shows the span of the weak prisoner’s dilemma game having T=b as the only main parameter.The upper left quadrant represents the so-called harmony game(HG). The latter,however,does not constitute a social dilemma because there cooperation is always the winning strategy.(For interpretation of the references to color in this figure legend,the reader is referred to the web version of the article.)eventually affect the outcome of the underlying evolutionary game. Although the majority of coevolutionary rules studied so far affects the network architecture and size,it is important to distinguish these studies from previous,partially closely related works where networks also change or evolve in the course of time(Caldarelli et al.,1998;Pfeiffer et al.,2005;Holme and Ghostal,2006;Gross and Blasius,2008;Castellano et al.,2009);in particularly so,since the term‘coevolution’has in the past been used quite frequently and for rather different processes.In the continuation of this paper we will review recent advances on evolutionary games with coevolutionary rules,affecting,as mentioned above,the interaction network,the reproduction capa-bility of players,their reputation,mobility or age,more thoroughly. Before that,however,we give in Section2a more technical descrip-tion of the evolutionary games and strategy adoption rules that we will encounter throughout the paper.Following the main body of the review given in Section3,we conclude our work and give an outlook in Section4.2.Evolutionary GamesAs noted in thefirst paragraph of Section1,the three main social dilemmas involving pairwise interactions are constituted by the prisoner’s dilemma game,the snowdrift game and the stag-hunt game.At least one of these three games is employed in the major-ity of the works we will review below,and hence we give a more accurate description of them in what follows.Irrespective of which game applies,players can choose either to cooperate or to defect.Notably,other strategies,such as lon-ers[see e.g.Hauert and Szabó(2005)]or punishers[see e.g.Dreber et al.(2008)]are also possible,but their inclusion to evolutionary games with coevolutionary rules has not yet been considered.In general,mutual cooperation yields the reward R,mutual defection leads to punishment P,and the mixed choice gives the cooperator the sucker’s payoff S and the defector the temptation T.The stan-dard scaled parametrization entails designating R=1and P=0as fixed,while the remaining two payoffs can occupy−1≤S≤1and 0≤T≤2.Then,if T>R>P>S we have the prisoner’s dilemma game,T>R>S>P yields the snowdrift game,and R>T>P>S the stag-hunt game,as schematically depicted in Fig.1.Without much loss of generality,this parametrization is often further sim-plified for the prisoner’s dilemma game,so that T=b is the onlyfree parameter while R=1and P=S=0are left constant(thickred line in Fig.1).However,since then the condition P>S is notstrictly fulfilled,this version is traditionally referred to as the weakprisoner’s dilemma game(Nowak and May,1992).An option isalso to use T=b,R=b−c,P=0and S=−c,thus strictly adher-ing to the prisoner’s dilemma payoff ranking T>R>P>S whilestill having a single tunable parameter in the form of the ratio b/c.For the snowdrift game one can,in a similar fashion,intro-duce r∈[0,1]such that T=1+r and S=1−r[see e.g.Wang et al.(2006)],thereby again decreasing the effective dimensionality ofthe parameter space by one.Note also that r characterizes the cost-to-benefit ratio(Santos and Pacheco,2005)and in fact constitutesa diagonal in the snowdrift quadrant of the T−S parameter plane,as shown in Fig.1by the dotted blue line.It is worth mentioningthat other types of parametrization of two-strategy games are pos-sible as well(Tanimoto,2007a),but we focus on the one presentedabove since it is the most widely used,thus enabling an efficientcomparison of different works.The most frequently employed setup entails that initially eachplayer x is designated either as a cooperator(s x=C)or defector (s x=D)with equal probability,and is placed on one of the nodes of the network with degree k x.Evolution of the two strategies is thenperformed in accordance with a pairwise comparison rule,duringwhich players accumulate their payoffs x by playing the gamewith their neighbors.Subsequently,player x tries to enforce itsstrategy s x on player y in accordance with some probability W(s x→s y)to be specified below.During the simulation procedure the player x and one of its neighbors y are chosen randomly,wherebyin accordance with the random sequential update each player isselected once on average during N(network size)such elementarysteps,together constituting one full Monte Carlo step(Newman andBarkema,1999).Alternatively,players can be selected sequentially,albeit this may cause artificial effects.Independently on whethersynchronized or the random sequential update is used,however,the time evolution is always discrete.The probability of strategyadoption W(s x→s y)can be defined in several ways.If the degree k x of all players is the same and does not change in time,the Fermi functionW(s x→s y)=11+exp[( y− x)/K](1)is a viable option,as proposed by Szabóand T˝oke(1998).In Eq.(1)K denotes the amplitude of noise(Vukov et al.,2006;Ren et al.,2007),or equivalently its inverse(1/K)the so-called intensity of selection(Fudenberg et al.,2006;Traulsen et al.,2007a;Altrock and Traulsen,2009).In the K→0limit player x always succeeds in enforcing its strategy to player y if only x> y but never other-wise.For K>0,however,strategies performing worse may also be adopted based on unpredictable variations in payoffs(Perc,2006b) or errors in the decision making,for example.Importantly,if the degree distribution of the interaction network(note that this is a property that may likely change due to a coevolutionary rule),at any instance of the game,deviates from the case where all play-ers have the same degree,the application of the Fermi function may introduce additional effects since then the impact of the same value of K effectively varies from one player to the other.Indeed, if the degree distribution characterizing the interaction network is heterogeneous,a more successful player(i.e.having a larger payoff) can pass its strategy with the probabilityW(s x→s y)=x− y·k q(2) where k q is the largest of the two degrees k x and k y,and =T−S for the prisoner’s dilemma game, =T−P for the snowdrift game and =R−S for the stag-hunt game(note that the ranking of pay-112M.Perc,A.Szolnoki/BioSystems99 (2010) 109–125off elements for each specific game ensures the positive sign of Eq.(2).)Introduced by Santos and Pacheco(2005),it is still a popular choice surpassing the difficulties associated with the Fermi func-tion described above,albeit with the downside of being unable to adjust the level of uncertainty by strategy adoptions.Finally,we mention another frequently used strategy adoption rule in coevolutionary models;namely the so-called richest-following(or‘learning from the best’)rule(Abramson and Kuperman,2001;Hu et al.,2007;Wu et al.,2007),where the focal player always imitates the strategy of its most successful neigh-bor(Zimmermann et al.,2004;Equíluz et al.,2005;Li et al.,2007; Tanimoto,2007a,2009b).Contrary to the preceding two strategy adoption rules,the richest-following is completely deterministic,in fact exercising the strongest selection between players.Naturally, there also exist other microscopic strategy adoption rules,such as the win-stay-lose-shift rule where the focal player has restricted information on its neighbors,for which the reader is advised to consult the comprehensive review by Szabóand Fáth(2007)for more details.We will use the notation introduced above throughout this work unless explicitly stated otherwise.Also,any deviations with respect to the employed initial setup,simulation procedure or the definition of strategy adoption probability will be noted when applicable.3.Coevolutionary RulesWhile it is obvious that strategies of players engaging in evo-lutionary games evolve in time,the fact that other properties characterizing either their individual attributes or the environment in which the game is staged may simultaneously evolve as well gained foothold only in recent years.Yet the preceding transitions from well-mixed populations to spatial grids and further to com-plex networks,and in particular their success in explaining the evolution of cooperation,are inviting to further extensions of the theoretical framework,and indeed,the introduction of coevolu-tionary rules seems like the logical next step.It should need little persuasion to acknowledge that links we make with others change in time,that all of us age,that our roles in life evolve,and that the society we are part of may itself be subject to transforma-tions on a global scale.Coevolutionary rules aim to integrate these processes into the framework of evolutionary games.Perhaps the biggest challenge thereby is,how to do this without directly(or obviously)promoting cooperation.For example,if one introduces a rule that,in the course of time,cooperators should aim to link only with cooperators and defectors only with defectors,it should come as no surprise that such a coevolutionary rule will likely favor the evolution of cooperation.It is demanding,however,to explore and identify successful mechanisms that do not attribute special, not to sayfictitious,cognitive skill to players,and do not use a discriminative set of rules for every participating strategy.Thus, coming up with plausible coevolutionary rules is not straightfor-ward,and care must be exercised in order to give both strategies equal credentials.Simply because a strategy is bad for social wel-fare it should not be assumed that the individuals adopting it are less skillful or sly than their opponents.In fact,rather the oppo-site seems to apply.For example,defectors should be assumed being just as skilful by selecting appropriate partners as cooper-ators.In the following we will review coevolutionary rules affecting the interactions between players(Section3.1),population growth (Section3.2),teaching activity(Section3.3),mobility(Section3.4) and aging(Section3.5)of players,as well as related aspects(Section 3.6)of individual and global characteristics that may affect strategy dominance in evolutionary games.3.1.Dynamical InteractionsCoevolutionary rules frequently affect how players link with one another and this section reviews examples thereof.As we have mentioned above,the result of a game with a partner may influ-ence the durability of such a connection.In particular,an unsatisfied player can easily break a link to look for a more beneficial interac-tion with another partner.Notably,the network itself does thereby not shrink or grow in size(for the latter see Section3.2).Instead, our aim in this subsection is to explore possible rearrangements of an existing network that is driven by the success of players partici-pating in the governing evolutionary game.Since coevolutionary rules affecting the interactions between players were proposed first(Zimmermann et al.,2001;Ebel and Bornholdt,2002b),the pertaining literature that has accumulated thus far is rather exten-sive.Works can be partitioned into those that employed strategy independent rules for link adaptations(Szolnoki et al.,2008a;Perc et al.,2008;Kun and Scheuring,2009;Tanimoto,2009a;Szolnoki and Perc,2009c)and those that considered strategies or their per-formances as factors potentially affecting the rewiring(Ebel and Bornholdt,2002b;Zimmermann et al.,2004;Zimmermann and Eguíluz,2005;Equíluz et al.,2005;Pacheco et al.,2006a,b,2008; Santos et al.,2006a;Li et al.,2007;Fu et al.,2007a,2008,2009b; Tanimoto,2007a,2009b;Biely et al.,2007;Van Segbroeck et al., 2008,2009;Pestelacci et al.,2008;Chen et al.,2008b;Qin et al., 2009).Notably,the latter distinction is rather crude and some-times not completely accurate since the rewiring can be performed based on a secondary player property,like reputation(Fu et al., 2008),attractiveness(Chen et al.,2008b)or satisfaction(Pestelacci et al.,2008),which are typically related with strategy performance over time.It is indeed possible to further distinguish the proposed coevolutionary rules introducing dynamical interactions to those by which the change of the interaction network is driven by the urge to increase the payoff of the focal player directly(Ebel and Bornholdt,2002b;Santos et al.,2006a;Biely et al.,2007;Li et al., 2007;Chen et al.,2008b;Pestelacci et al.,2008;Van Segbroeck et al., 2008;Tanimoto,2009b;Gräser et al.,2009),and those by which the rewiring serves also the increase of the payoff but on a global scale, i.e.independently of the payoff of the focal player that is affected by the link adaptation(Pacheco et al.,2006a,b,2008;Tanimoto, 2007a;Fu et al.,2007a,2008,2009b;Van Segbroeck et al.,2009). In the latter case it is thus not necessary to calculate the players payoff prior to rewiring because solely its strategy determines the ‘life’of a link.Summarizing the above,a simplified but useful classification of interaction-updating rules is presented in Fig.2.As suggested in the works mentioned last in the preceding paragraph,the lifetime of a link may depend primarily on the strategies of the players that are connected with it(type A).From this point of view it is straight-forward to establish that defector–defector links are short-lived if compared to cooperator–cooperator links since the former are not beneficial for neither of the two involved players,while the later yield mutual gains for both.The second set of coevolution-ary rules evaluates the payoffs originating from the investigated link prior to its potential deletion,while the actual removal takes place only if a new neighbor may yield higher benefits(type B)(Van Segbroeck et al.,2009).Andfinally,the third set of coevolutionary rules considers the strategy adoption process as pivotal for decid-ing which links to delete and which to keep(type C).An example thereof is that the invaded player looses all its links except the one with the donor of the new strategy(Szolnoki and Perc,2009a,c), as depicted in Fig.2(c).There are several real-life situations that can be modeled by the latter rule.From a biological viewpoint,the coevolutionary rule can be linked with an invasion of the subordi-nate species and the subsequent replacement by a newborn of the victor.A similar phenomenon can be observed in human societies。