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上期划线句中gain momentum这个词大家可以积累起来,阅读中可能会经常看到。
Economists
expect
hiring to start slowly and gain momentum later in 2021,
as the Covid-19 vaccine becomes widely available and consumers resume activities such as dining out and travel.
经济学家预计,随着新冠肺炎疫苗普及,以及消费者恢复外出就餐和旅游等活动,招聘量将开始缓慢上升,并在2021年晚些时候恢复势头。
as在这里表示随着...,也可以理解为 因为...
电子游戏2020年在流行文化中的地位比以往任何时候都要重要得多——无论是对游戏玩家还是非游戏玩家都是如此。
The time-honored tradition of older politicians trying to seem young and hip at a music venue has been replaced by older politicians trying to seem young and
hip
playing a video game. Yes, quarantine was part of this. But, like so many trends during the pandemic, Covid didn’t spark this particular
trajectory
so much as intensify it. Long before the lockdowns, video games had triumphed as the most popular form of entertainment among young people.
年长的政客们通过出现在演唱会的方式表示自己既年轻又时髦的悠久传统已经被玩电子游戏所取代。是的,隔离是一部分原因。但是,就像疫情期间产生的很多趋势一样,新冠病毒并没有引发这种特定的现象,只是推进了这一趋势。在封锁发生很久之前,电子游戏就已经成为最受年轻人欢迎的娱乐形式。
We’re in the midst of a cultural shift. As Trevor McFedries, the co-founder of Brud (the studio behind the world’s most famous CGI influencer, Lil Miquela), tweeted last month: “Gaming is replacing music as the
lynchpin
of emergent social scenes and it makes everyone 30+ I talk to really uncomfortable.” Where rock and hip hop were once crucibles of style, cyberpunk and fantasy gaming genres inspire a new generation.
我们正处在一场文化变革之中。布鲁德的联合创始人特雷弗·麦克菲德斯(布鲁德是世界上最有名的CGI影响力人物李·麦奎拉所在的工作室)上月在推特上写道:“游戏正在取代音乐,成为新生社交场合的关键活动,这让所有我接触过的其他30岁以上的人感到非常不舒服。”“摇滚和嘻哈曾经是最火热流行的东西,而赛博朋克和幻想游戏则激励了新一代的人。
Where music venues were once the places youth movements found their most exciting form – Boomers in rock clubs, Gen Xers in
grunge
bars, Millennials in DIY warehouses – Gen Z meets up with friends online. In a study by the entertainment brand Whistle, 68% of Gen-Z men said gaming was an important part of their identity, 91% said they played video games regularly and 74% said video games helped them stay connected with their friends.
曾经年轻人认为在音乐场所举办活动最刺激——婴儿潮一代在摇滚俱乐部,X一代在垃圾摇滚酒吧,千禧一代在私人订制仓库——Z一代在网上和朋友们见面。娱乐品牌“口哨”的一项研究中,68%的Z世代男性表示,游戏是他们认同感的重要组成部分,91%的人表示他们经常玩电子游戏,74%的人表示电子游戏可以让他们与朋友保持联系。
While the gaming industry booms, the music industry struggles with multiple overlapping crises: streaming platforms pay artists disastrously low royalties, venues
scrap
to make rent in rapidly gentrifying cities from London to Los Angeles, and Covid bars artists from making any money whatsoever from live performances.
But gaming’s wins can’t be
chalked up
to the difficulties in other culture industries alone.
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但游戏业的成功不能仅仅归因为其他文化产业遭遇了困难。
It’s difficult not to look the graphics of the latest video games like The Witcher, Call of Duty, or Control and see some of the most compelling imagery of our age. As much as it may disturb many people, if music was the most important form of youth culture in the 20th century, video games seem
slated to be
the most important in the 21st.
从最新的电子游戏如《巫师》、《使命召唤》或《控制》的画面中,不难看出一些我们这个时代最有趣的东西是什么样子的。可能会让很多人感到不安的是,如果音乐是20世纪年轻人最重要的文化形式,那么在21世纪,电子游戏似乎将取而代之。
本文节选自:The Guardian(卫报)
发布时间:2021.01.11
作者:Sean Monahan
原文标题:Video games have replaced music as the most important aspect of youth culture