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ARE YOU A FAN OF VIDEO GAMES?
Whether you're a casual player or a hardcore gamer, there's always something new to learn about this ever-evolving world. From the early days of pixelated graphics to today's immersive virtual realities, video games have come a long way. Did you know that the first video game was created in 1958? Or that the gaming industry is now worth over $190 billion?
關於電子遊戲的事實。你是電玩愛好者嗎?無論你是休閒玩家還是硬派玩家,在這個不斷演變的世界裡,總有新事物值得探索。從早期的像素畫質到如今身臨其境的虛擬現實,電子遊戲已經取得了長足的進步。你知道世界上第一款電子遊戲誕生於1958年嗎?或知道如今遊戲產業的價值已超過1900億美元嗎?
THE GROWTH OF THE GAMING MARKET:
The statistics speak for themselves (as they always do): the gaming industry is expanding. Global revenues are getting close to $189 billion this year — mobile getting a huge chunk of it — about $126 billion. There are billion of downloads and million of players on mobile all around the world because of the accessibility of the thing. And the browser gaming take it to a new level shortening the distance between games and players just to one click on any device.
遊戲市場的成長:數據本身就說明了一切(一貫如此):遊戲產業正在不斷擴張。今年全球遊戲收入已逼近 1890 億美元,其中行動遊戲佔據了“大頭”,約 1260 億美元。由於極高的易用性,行動遊戲在全球擁有數以億計的下載量和數以百萬計的玩家。而網頁遊戲則將這一體驗提升到了新的高度——無論使用何種設備,玩家只需輕輕一點,即可即刻暢玩。
THE RISE OF MOBILE:
For now mobile is still the fastest-growing segment, coming close to 2 billion players. Hybrid-casual games are outperforming casual ones. And in-app purchases are high on demand too. Browser games, though smaller in scale, continue to steadily grow, reaching about $8 billion in market size in 2025. This behavior is likely to persist.
行動遊戲的崛起:目前,行動遊戲仍是成長最快的細分領域,玩家數量已接近20億人。混合休閒遊戲(Hybrid-casual games)的表現優於傳統休閒遊戲,且應用程式內購買的需求也十分強勁。儘管規模相對較小,但網頁遊戲仍在穩定成長,預計2025年市場規模將達到約80億美元。這種趨勢很可能會持續下去。
PEOPLE ARE STILL PLAYING:
Video gaming has become one of the mainstream forms of entertainment. Gamers are divided by gender like that: 53% male and 46% female. Players span a wide range of ages, with 36% between 18 and 34 years old, 24% under 18. By the way, adults and even old people like to play games too. And this games are not always casual!
人們依然樂在其中:電子遊戲已成為主流娛樂方式之一。玩家群的性別比例為:男性佔53%,女性佔46%。玩家年齡跨度很大,其中36%處於18至34歲之間,24%在18歲以下。值得一提的是,成年人甚至老年人也喜歡玩遊戲,而這些遊戲並不總是休閒類的!
BEHIND THE SCENES:
Game development today is incredibly diverse. The main challenge in game development is balancing creativity with technical limits and financial goals. Debugging can be tricky too — sometimes you can have a buggy game that’s still popular and praised, while other times a project might have just a few critical bugs that completely ruin the experience.
幕後:如今的遊戲開發呈現出極高的多元性。遊戲開發面臨的主要挑戰,在於如何平衡創意、技術限制與財務目標。調試工作也往往充滿變數:有時,即便遊戲中存在缺陷,依然能廣受歡迎並備受好評;而另一些時候,僅僅幾個關鍵性錯誤就可能徹底毀掉玩家的體驗。
BROWSER GAMES
A NEW WAVE OF FUN:
Browser games offer very easy access from any devices. You don’t need to buy anything additional to play, and you need high specs at all. Even more, you don’t even need to download anything. Play on any device any time. And the catalogue of games is huge too!.
網頁遊戲-新一輪的娛樂風潮:網頁遊戲讓您可以輕鬆地透過各種裝置進行遊玩。您無需購買任何額外設備,也不需要高效能配置,甚至完全無需下載任何內容。隨時隨地,可在任何裝置上暢玩,而且遊戲庫內容極為豐富!
THE FUTURE OF GAMING
TRENDS TO WATCH:
What gaming will look like in the future. There are three main things — VR, AI and cloud gaming. One of the recent video game facts is that cloud gaming removes hardware barriers by streaming games directly to devices. Players can access high-quality titles without expensive consoles or powerful PCs.
遊戲產業的未來-值得關注的趨勢:展望未來,遊戲產業將呈現出什麼樣的面貌?主要涉及三大領域:VR(虛擬實境)、AI(人工智慧)和雲端遊戲。雲端遊戲的一大特點在於,它透過將遊戲直接串流傳輸至設備,消除了硬體方面的門檻;玩家無需昂貴的遊戲主機或高效能PC,也能暢玩高品質的遊戲。
A moment in history…
The Emergence of Pong (1972).
As one of the first video games that gained mainstream popularity, Pong's creation was a defining moment in gaming history. Its simplistic design of two paddles and a small dot representing a tennis ball laid the foundation for the complex games we see today.
《Pong》的誕生(1972年)。作為最早獲得主流歡迎的電子遊戲之一,《Pong》的問世是遊戲史上一個具有里程碑意義的時刻。它極簡的設計——僅由兩個球拍和一個代表網球的小圓點構成——為如今我們所見的複雜遊戲奠定了基礎。
BEST SELLING VIDEO GAMES IN THE WORLD 2025.
As of September 2025, global video game sales exceeded 10 billion units across platforms. Monster Hunter Wilds and Elden Ring: Nightreign topped US and European charts in 2025, but the all-time best-sellers have affected gaming culture for decades. Through creative gameplay, cultural significance, and lasting replayability, these games have sold hundreds of millions of copies.
2025年全球暢銷電子遊戲。截至2025年9月,全球各平台電子遊戲總銷量已突破100億份。 《魔物獵人:荒野》(Monster Hunter Wilds)和《艾爾登法環:夜之統治》(Elden Ring: Nightreign)在2025年登頂歐美銷量榜,但那些史上最暢銷的遊戲早已在數十年間深刻影響了遊戲文化。憑藉著創新的玩法、深遠的文化意義以及持久的可重玩性,這些遊戲創下了數以億計的銷量佳績。
6. RED DEAD REDEMPTION 2
Red Dead Redemption 2 (2018), lauded for its immersive 1899 outlaw setting, has sold over 64 million copies. As Arthur Morgan, players hijack trains, hunt bison, and debate morality in a shrinking frontier. Updated in 2025 with PS5/Xbox and Red Dead Online improvements, Metacritic scores it 97%. It rivals Unforgiven in thematic complexity, covering loyalty, redemption, and loss. Technically impressive, it earned $725 million launch weekend, but its emotional tale keeps sales going.
《荒野大鏢客:救贖2》(2018年)憑藉其極具沉浸感的1899年亡命之徒時代背景廣受讚譽,銷量已突破6400萬份。玩家將飾演亞瑟摩根(Arthur Morgan),在不斷萎縮的邊疆地帶劫持火車、獵殺野牛並探討道德抉擇。該作在2025年針對PS5/Xbox平台及《荒野大鏢客:線上模式》進行了優化升級,在Metacritic上獲得了97分的高評價。其主題深度堪比電影《不可饒恕》(Unforgiven),深刻探討了忠誠、救贖與失落等議題。儘管該作在技術層面表現卓越——首周末創下7.25億美元的銷售額——但其動人心弦的敘事才是推動銷售持續成長的關鍵。
5. MARIO KART 8 DELUXE
The best-selling Switch game is Mario Kart 8 Deluxe (2017, Switch improved version), which has sold over 69 million units. It adds fight mode, 48 tracks, and smart steering for casual play to the Wii U original. Switch 2 speculations keep it a party staple in 2025, outselling Super Mario Odyssey. Retro tracks and anti-gravity pandemonium revived Booster Course Pass DLC. Blue shells and banana peels fuel rivalries, while Koopa Troopa and Link bring variation.
Switch 平台上最暢銷的遊戲是《馬力歐卡丁車8 豪華版》(2017年推出的 Switch 增強版),其銷量已超過 6,900 萬份。相較於 Wii U 原版,該作新增了對戰模式、48 條賽道以及適合休閒玩家的「智慧輔助駕駛」功能。儘管外界對 Switch 2 充滿期待,但本作在 2025 年依然穩居聚會遊戲首選地位,銷量甚至超過了《超級馬力歐 奧德賽》。經典復刻賽道與反重力機制帶來的狂歡體驗,透過「新增賽道通行證」DLC 煥發了新生;藍色龜殼與香蕉皮激化了賽場上的競爭,而酷霸王軍團(Koopa Troopa)和林克(Link)等角色的加入則豐富了遊戲體驗。
4. PUBG BATTLEGROUNDS:
PUBG Studios’ battle royale pioneer PUBG: Battlegrounds (2017) has sold 75 million copies and reached 3.2 million Steam gamers. Its intense 100-player drops on massive landscapes like Erangel inspired Fortnite and Apex Legends. Free-to-play since 2022 has increased its player base to 1 billion, and cosmetic sales have boosted revenue above $5 billion by 2025. Asian mobile versions dominate, while PC/console updates like destructible areas keep it new.
PUBG Studios 旗下的戰術競技先驅之作《絕地求生》(PUBG: Battlegrounds,2017)已售出 7,500 萬份,並吸引了 320 萬 Steam 玩家。其在 Erangel 等廣闊地圖上展開的百人同場競技模式,啟發了《要塞英雄》(Fortnite)和《Apex 英雄》(Apex Legends)等遊戲。自 2022 年轉為免費遊玩模式以來,該作玩家群已成長至 10 億人;截至 2025 年,外觀道具的銷售推動其總營收突破 50 億美元。亞洲市場的行動版佔據主導地位,而 PC/主機版則透過引入可破壞場景等更新內容,持續保持著遊戲的新鮮感。
3. Wii SPORTS:
Wii Sports (2006) sold 82.9 million copies for every Wii console (101.63 million total). Tennis, bowling, golf, baseball, and boxing made gaming accessible to elderly and families. In 2025, Ring Fit Adventure and Switch ports continue its legacy, but Nintendo’s original Wii sales data shows that it single-handedly pushed Wii adoption. Bowling’s intuitive Wii Remote controls make exercise entertaining, spurring global tournaments. Health experts say it reduces sedentary lifestyles, selling millions in Japan and the West.
《Wii Sports》(2006年)的銷售量高達8,290萬份(Wii主機總銷售量為1.0163億台)。遊戲包含網球、保齡球、高爾夫、棒球和拳擊項目,讓老人和家庭群體也能輕鬆體驗遊戲樂趣。儘管《健身環大冒險》和Switch平台上的移植作品在2025年延續了這一系列的輝煌,但任天堂當年的原始銷售數據顯示,正是《Wii Sports》憑藉一己之力推動了Wii主機的普及。保齡球計畫直覺的Wii遙控器操作方式讓運動變得充滿樂趣,並催生了全球性的賽事活動。健康專家指出,遊戲有助於改善久坐的生活方式,在日本及西方市場均創下了數百萬份的銷售佳績。
2. MINECRAFT:
Minecraft (2011), Mojang’s sandbox masterpiece, is the 21st century’s best-selling game with over 300 million sales. Word-of-mouth spread its 2009 alpha launch, which had 33,000 players on day one and 600,000 by beta. Minecraft has 140 million monthly active users in 2025 thanks to The Wild Update and cross-play on PC, consoles, and smartphones. From redstone creations to Hypixel-sized multiplayer servers, its blocky world-building inspires inventiveness.
由 Mojang 開發的沙盒遊戲力作《我的世界》(2011年)是 21 世紀最暢銷的遊戲,銷量已突破 3 億份。該作於 2009 年推出 Alpha 測試版,憑藉良好的口碑迅速傳播:首日玩家即達 3.3 萬人,至 Beta 測試階段玩家數量已增至 60 萬。由於「荒野更新」(The Wild Update)以及支援 PC、主機與智慧型手機平台的跨平台線上功能,該遊戲在 2025 年擁有 1.4 億月活躍用戶。從紅石裝置到規模宏大(如 Hypixel)的多人伺服器,其方塊建構的世界激發了玩家無限的創造力。
1. TETRIS:
Invented by Soviet programmer Alexey Pajitnov in 1984, Tetris has sold over 520 million copies worldwide. Its simple but addicting mechanics—rotating and stacking falling tetrominoes to clear lines—have made it a global craze, imported to the Game Boy and smartphones. Nintendo’s 1989 Game Boy bundle sold 35 million units and helped the portable sell 118 million. Tetris 99 on Nintendo Switch Online and mobile revivals like Tetris Effect: Connected, which included VR and multiplayer, keep Tetris relevant in 2025.
《俄羅斯方塊》由蘇聯程式設計師阿列克謝·帕基特諾夫(Alexey Pajitnov)於1984年發明,全球銷售量已超過5.2億份。其玩法簡單卻令人上癮——即旋轉並堆疊下落的方塊以消除行——使其風靡全球,並成功登陸Game Boy掌機及智慧型手機平台。任天堂1989年推出的Game Boy同捆套裝售出了3,500萬套,助力該掌機創下了1.18億台的總銷量。如今,無論是Nintendo Switch Online上的《俄羅斯方塊99》(Tetris 99),還是包含VR與多人模式的《俄羅斯方塊效應:連結》(Tetris Effect: Connected)等行動端復刻作品,都確保了這款經典遊戲在2025年依然保持著旺盛的生命力。
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RDR2 Game Trailer
As one of the first video games that gained mainstream popularity, Pong's creation was a defining moment in gaming history. Its simplistic design of two paddles and a small dot representing a tennis ball laid the foundation for the complex games we see today.
《Pong》的誕生(1972年)。作為最早獲得主流歡迎的電子遊戲之一,《Pong》的問世是遊戲史上一個具有里程碑意義的時刻。它極簡的設計——僅由兩個球拍和一個代表網球的小圓點構成——為如今我們所見的複雜遊戲奠定了基礎。
HOW AI IS CHANGING VIDEO GAME DEVELOPMENT.
A Google Cloud survey found that 90% of developers are already integrating AI into their daily work, and on Steam, 7,818 titles disclosed AI use in 2025 alone, a 681% increase over the previous year. AI in video game development is not a side experiment. It is restructuring the pipeline from concept through launch, and the areas where it is having the most concrete impact are worth examining individually.
人工智慧如何改變電子遊戲開發。谷歌雲端(Google Cloud)的一項調查顯示,90% 的開發者已將人工智慧融入日常工作中;光是 2025 年,Steam 平台上就有 7,818 款遊戲揭露使用了人工智慧技術,較前一年增長了 681%。人工智慧在遊戲開發中絕非只是一項邊緣性的試驗,它正在重塑從概念構思到正式發布的全流程;值得我們逐一審視的,正是那些受其影響最為顯著的具體領域。
SMARTER NPCS AND ADAPTIVE GAMEPLAY.
Non-player character behaviour has moved well past scripted decision trees. Ubisoft's La Forge division developed Ghostwriter, a generative AI tool that produces first-draft NPC dialogue so writers can concentrate on narrative not volume. Large language models now give NPCs genuine memory in sessions and responses that hold up under improvised player input. Alongside this, AI systems monitor player performance in real time to adjust difficulty dynamically, while story engines weave branching subplots on the fly, making each playthrough genuinely distinct.
更聰明的NPC與自適應遊戲體驗。NPC的行為模式已遠遠超越傳統的預設決策樹。育碧(Ubisoft)旗下的La Forge部門開發了「Ghostwriter」——這是一款生成式AI工具,能夠自動生成NPC對話初稿,從而讓編劇能專注於敘事本身,而非糾結於對話數量。如今,大語言模型賦予了NPC真正的「會話記憶」能力,使其能夠針對玩家即興的輸入做出適當回應。同時,AI系統會即時監控玩家表現並動態調整難度,而故事引擎則能即時編織分支劇情,確保每一次遊玩體驗都獨一無二。
GENERATIVE AI AND ASSET CREATION.
Andreessen Horowitz has documented cases where concept art generation dropped from three weeks to a single hour once AI tools entered the workflow. Tencent's Hunyuan3D-PolyGen produces art-grade 3D assets with artists reporting efficiency gains of over 70%, while Meta's WorldGen can generate a traversable 3D environment from a text prompt in around five minutes, game-engine-ready for Unity and Unreal. Audio is following the same trajectory, with tools like ElevenLabs enabling voice generation and localisation at a speed that traditional recording pipelines cannot match.
生成式 AI 與資產創作。Andreessen Horowitz 記錄的案例顯示,在工作流程中引入 AI 工具後,概念美術的生成時間從三週縮短到了僅需一小時。騰訊的 Hunyuan3D-PolyGen 能夠產生達到美術級標準的 3D 資產,根據藝術家回饋,其效率提升超過 70%;而 Meta 的 WorldGen 則能根據文字提示在約五分鐘內產生可供探索的 3D 環境,且直接適配 Unity 和 Unreal 等遊戲引擎。音訊領域也呈現同樣的趨勢:ElevenLabs 等工具實現了語音生成與在地化,其速度遠超傳統錄音流程。
QUALITY ASSURANCE AND PLAY TESTING.
QA is where AI is having a substantial operational impact. EA has deployed reinforcement learning agents to autonomously play and stress-test games, catching edge-case bugs in a wider range of gameplay styles than human testers could cover. Square Enix has announced plans to automate 70% of its QA and debugging using generative AI by 2027, in partnership with the University of Tokyo. The emerging model in the industry is hybrid: AI handles the mechanical volume while human testers focus on judgement-driven issues that automation cannot resolve.
品質保證與遊戲測試。品質保證(QA)是人工智慧產生重大營運影響的領域。 EA 部署了強化學習智能體,用於自主遊玩並對遊戲進行壓力測試,從而能夠發現人類測試員難以覆蓋的各類遊戲風格下的邊緣案例(edge-case)漏洞。 Square Enix 宣布計畫與東京大學合作,到 2027 年利用生成式人工智慧實現 70% 的品質保證與調試工作的自動化。目前產業內興起了一種混合模式:由人工智慧處理機械性的大規模任務,而人類測試員則專注於那些自動化手段無法解決、需要依靠主觀判斷的問題。
PROCEDURAL GENERATION AND LIVING WORLDS.
Modern AI-assisted procedural systems go beyond earlier rule-based approaches by conditioning generation on context. Narrative engines now weave branching subplots that respond to player actions and inferred emotional cues, so each session reflects the shape of an individual playthrough not random variation. Research frameworks like PANGeA are demonstrating that large language models can maintain narrative coherence in dynamically generated content, removing the need for the exhaustive hand-authoring that has traditionally limited branching game stories.
程序化生成與鮮活世界。現代人工智慧輔助的程式化系統超越了早期的規則驅動模式,能夠根據情境情境進行產生。如今,敘事引擎能夠編織出響應玩家行為及推斷出的情感線索的分支劇情,從而確保每一次遊戲體驗都體現出玩家獨特的遊玩軌跡,而非僅僅是隨機的變化。諸如 PANGeA 之類的研究框架表明,大語言模型能夠在動態生成的內容中保持敘事連貫性,從而擺脫了傳統分支劇情遊戲開發中那種耗時費力、依賴大量人工撰寫的局限。
AI FOR BROWSER AND WEB GAME DEVELOPMENT.
Generative AI can handle concept art and basic asset creation in a fraction of the usual time, while AI-assisted code generation helps less experienced developers get a functional prototype into a browser environment. Tools like FRVR AI let any user generate a playable browser game from a text description alone. Platforms like Poki give those games a natural home: free to play for users, with revenue earned through advertising, making the path from prototype to published title more accessible than it has ever been.
面向瀏覽器與網頁遊戲所開發的 AI 技術。生成式 AI 能夠以遠超常規的速度完成概念美術設計與基礎素材製作,而 AI 輔助程式碼產生功能則能幫助經驗較少的開發者在瀏覽器環境中建構出可運作的原型。諸如 FRVR AI 之類的工具,讓任何用戶僅憑一段文字描述就能生成一款可遊玩的瀏覽器遊戲;而像 Poki 這樣的平台則為這些遊戲提供了理想的發布陣地——用戶可免費遊玩,平台通過廣告獲取收益,從而讓遊戲從原型到正式發布的過程變得前所未有的便捷。
THE LIMITS AND LABOUR QUESTIONS.
The expansion has not been frictionless. The flood of low-quality AI-generated titles that hit Steam in 2025 raised real questions about quality floors in an environment where content is cheap to produce. Voice actor unions and writers' guilds are still negotiating the terms under which AI can generate dialogue or clone voices, and the outcome will shape how studios deploy these tools in character-driven productions. What the evidence so far suggests is that AI in video game development pays for itself when it shortens the distance between a creative intent and a usable output, and studios finding genuine value are putting it precisely where the production bottleneck sits.
局限性與勞工議題。這一擴張過程並非一帆風順。 2025年,大量低品質的AI生成遊戲湧入Steam平台,引發了人們對於「內容生產成本低廉」環境下品質底線問題的切實擔憂。配音員和編劇工會目前仍在就AI生成對話或克隆聲音的相關條款進行談判,談判結果將決定遊戲工作室如何在以角色為核心的製作項目中應用這些技術。現有證據表明,當AI能夠縮短從創意構思到可用成品的距離時,其在電子遊戲開發中的應用便能實現投入產出平衡;而那些真正挖掘出AI價值的工作室,正將其精準部署在生產流程的瓶頸環節。