毕业论文范文网-论文范文
电气工程 会计论文 金融论文 国际贸易 财务管理 人力资源 学前教育 德语论文 工程管理 文化产业 工商管理 会计专业 行政管理 广告学
机械设计 汉语文学 英语论文 物流论文 电子商务 法律论文 工商管理 旅游管理 市场营销 药学论文 播音主持 人力资源 金融论文 保险学
制药工程 生物工程 包装工程 模具设计 测控专业 工业工程 教育管理 行政管理 计算机论 电子信息 市场营销 法学论文 财务管理 投资学
体育教育 小学教育 印刷工程 土木工程 书法论文 护理论文 心理学论 信息管理 公共事业 给水排水 新闻专业 摄影专业 广电编导 经济学
  • 范文首页 |
  • 毕业论文 |
  • 论文范文 |
  • 计算机论文 |
  • 外文翻译 |
  • 工作总结 |
  • 工作计划 |
  • 现成论文 |
  • 论文下载 |
  • 教学设计 |
  • 免费论文 |
  • 原创论文 |
搜索 高级搜索

原创毕业论文

当前位置:毕业论文范文网-论文范文 -> 免费论文 -> 计算机论文

网络游戏的开发

作者: 浏览:7次
免费专业论文范文
免费专业论文
政治工作论文
计算机论文
营销专业论文
工程管理论文范文
医药医学论文范文
法律论文范文
生物专业论文
物理教学论文范文
人力资源论文范文
化学教学论文范文
电子专业论文范文
历史专业论文
电气工程论文
社会学专业论文
英语专业论文
行政管理论文范文
语文专业论文
电子商务论文范文
焊工钳工技师论文
社科文学论文
教育论文范文
数学论文范文
物流论文范文
建筑专业论文
食品专业论文
财务管理论文范文
工商管理论文范文
会计专业论文范文
专业论文格式
化工材料专业论文
英语教学专业论文
电子通信论文范文
旅游管理论文范文
环境科学专业论文
经济论文
人力资源论文范文
营销专业论文范文
财务管理论文范文
物流论文范文
财务会计论文范文
数学教育论文范文
数学与应用数学论文
电子商务论文范文
法律专业论文范文
工商管理论文范文
汉语言文学论文
计算机专业论文
教育管理论文范文
现代教育技术论文
小学教育论文范文
机械模具专业论文
报告,总结,申请书
心理学论文范文
学前教育论文范文

收费计算机专业论文范文
收费计算机专业论文
Delphi
ASP
VB
JSP
ASP.NET
VB.NET
java
VC
pb
VS
dreamweaver
c#.net
vf
VC++
计算机论文
毕业论文范文题目:网络游戏的开发,论文范文关键词:网络游戏的开发
网络游戏的开发毕业论文范文介绍开始:

网络游戏的开发

1. 网络游戏的发展历程
 “网络让我们的地球变成一个村落!”曾经说过的这句话代表了人类一种广泛沟通的欲望。2000年后,网络所营造的泡沫经济开始破灭,一个个盛极一时的网络公司纷纷传出裁员或倒闭的消息,而一个网站却呈现另外一番景象:2001年5月,联众游戏以17万同时在线、2000万注册用户的规模成为世界最大在线游戏网站。
 就是以联众游戏和文字MUD为代表的网络在.com泡沫经济中独树一帜的表现,让不少人看到了其中所蕴涵的巨大商机。在后面的这几年里,网络游戏确实以惊人的速度发展起来了。
 1998年6月 联众网络游戏世界正式推出。第一批进入中国大陆的网络游戏之一《万王之王》获得巨大的成功。随后,由北京华义代理的《石器时代》于2001年1月正式上市。由亚联游戏代理的《千年》紧跟在2001年2月开始测试,4月开始正式收费。
 到2001年6月止,网络游戏进入中国大陆一年间,市场上推出的网络游戏数量达到十数款,呈现一片欣欣向荣的景象。 网络游戏的火爆登场,引起了众多媒体的关注,一批网络游戏的专业媒体在此期间显露头角。然而,在网络游戏从无到有的快速成长背后,不可否认地存在成长过快所带来的问题,如盲目引进游戏、游戏运营管理混乱等。早期中国网络游戏的发展,并没有进行良好的产业规划,存在着一定的自发性。因而早期的网络游戏,除少部分仍能成功运营外,大部分都已退出市场或惨淡经营。
 2000年6月 华彩公司正式发行中国大陆第一款大型多人在线RPG《万王之王》;从《万王之王》进入中国开始,就注定与之相关的许多方面备受影响,其中受影响最大之一的则是单机游戏市场。2000年底,网络游戏的迅猛发展,使其规模达到了多年形成的单机游戏市场规模的数成,而到了2001 年,网络游戏更是发展到与单机游戏市场规模相当。
 一个接一个新网络游戏测试及上市的消息几乎充斥了2001年下半年的网络游戏市场。但2000年下半年和 2001年上半年不同,这一时期开始有一些资深的单机游戏厂商加入,他们在单机游戏市场运作方面的心得,再加上之前已经上市网络游戏的运营经验,中国网络游戏开始步入稳定成熟的发展。大部分在今天占据主要地位的网络游戏代理商都在这一时期显露头角,而大量在未来发展中起推动作用的网络游戏也都在这时开始测试及准备工作。
 与此同时,网络游戏的相关媒体如《大众网络报》也表现得进一步成熟,他们在对网络游戏的诠释和指导玩家正确进行游戏方面表现得更加有力。可以看到,在这一时期,媒体与运营商之间开始了更频繁更广泛的合作,为网络游戏向成熟稳重的方向发展起到推波助澜的作用。
 在飞速发展的今天,中国网络游戏产业已经处在一个稳定成熟的发展阶段。从整体来看,这个阶段中国网络游戏产业的发展呈现出统一性和协调性,并且逐渐形成了完整的产业链,处于产业链上的渠道销售商、点卡销售商、上网服务业(网吧等)和媒体等,伴随着网络游戏产业的脉搏,飞速发展起来。而占据产业整体链条上最关键地位的网络游戏运营商,变得更加成熟和理智。同时,网络游戏公司与主要电信和网络厂商也建立了非常紧密的合作关系。
 2001年,中国网络游戏的市场规模接近3.1亿元人民币,根据IDC的研究,在2002 年中国网络游戏市场规模将达到9.1亿元人民币,比2001年增长187.6%。IDC预计,到2006年,中国网络游戏的市场规模将达到83.4亿元人民币,2001~2006年的年复合增长率将达到92.6%。2001年,中国付费网络游戏用户仅168.1万,而2002年底将达到401万.网络游戏将有着不可限量的未来!
2. 网络游戏给玩家所带来的利弊
2.1网络游戏的好处
 网络游戏能给我们带来的好处有:
 (1)培养宽广的心怀。网游里什么人都有,有好人也有坏人,年龄也有大有小,但游戏毕竟是游戏,任何事情都不值得去生气,即使有人对你做了特别不好的事情,你也要有宽广的心怀,一笑了之,能够拥抱敌人的人才是真正是胜者。在网络游戏里这种情况练习久了,你在真实的生活里面也可以做到,拥有宽广的心怀,做一个君子坦荡荡的人。
 (2)省钱之道。每个人在学习或工作之余,特别是晚上,都有自己的娱乐方式(当然能学习最好,不过很难做到),比起到外面旅游、购物、唱歌、喝酒等,玩网络游戏真正用到的钱反而少了。想一想自己在玩网游的时候,是不是没怎么花钱,而没玩网游的时候,会到处花钱。
 (3)练习交流技巧。游戏里通过人与人之间的交流、合作达到自己的目的,故交流非常重要,真实生活也是一样,能够做到自由交流的人应该能成就一番事业。
 (4)可以交朋友。通过在网游里的交流、多次“生死”的合作,很多人都有了感情,故达到现实生活中无法交往的目的,这也是网络游戏所带来的好处。各网络游戏的玩家会在上面签名并留下联系方式,你也可以任意搜索玩家,可按游戏名、角色名、所在服务器、所在帮派、职业角色、性别、地方等条件搜索。
2.2网络游戏的坏处
 如果脱离了它的实质(比如为了疯狂升级、疯狂赚钱、结婚、打装备而努力的奋斗),就会形成恶性上瘾。这样会造成人精神萎靡不振。甚至会产生错觉,分不清现实与游戏。如果玩游戏一旦上瘾会长期处于游戏的兴奋状态,容易导致急躁情绪,影响正常的工作、学习、休息,用精神卫生专家的话说是慢性自杀。
 总的来说,网络游戏是一种益智的游戏,是健康的、向上的,没有任何危险性的一种娱乐活动。适可而止玩游戏是放松身心的一种健康活动,当我们工作压力过重时。可以玩玩游戏放松一下,当我们学习时间过长也可以玩玩游戏放松一下。另外有些游戏也有益于开发我们的思维灵敏度。
3. 网络游戏的发展趋势
 从九十年代的MUD时代,到99年《网络创世纪》进入中国,再到2001年盛大《传奇》的奇迹成功,直到今天国内网络游戏市场的一片兴盛势头。网络游戏这个庞然大物已经在中国走过了好几个不同的阶段。今年国家新闻出版署宣布强制实行“网络游戏防沉迷”,标志着我国网络游戏业就进入了由政府参与调控的新阶段。随着网络游戏的影响不断增大,网络游戏具备了越来越多的社会意义。在这个新阶段中,网络游戏的经营重点不再只是考虑到底能给玩家提供多少娱乐,同时还要关心一款游戏对于社会的影响。国内的网络游戏业面临着新的一次洗牌。
 说到网络游戏对于社会的影响,正负两方面都是我们不能忽略的。网络游戏的正面价值在于它大大扩展了我国网络事业和计算机业的发展,吸引了大批用户加入到网络使用者的行列中来。网络游戏创造了大量的社会财富以及就业机会,带动了不少地区的经济发展。国内的通信业,计算机业以及网吧服务业因为网络游戏的兴起而迅速发展起来。同时,网络游戏还是一种廉价而普遍的新型娱乐方式,为收入处于中下水平的社会成员提供了一个相比之下危害并不是很大的消遣之所。
 但是,现在社会舆论越来越关心网络游戏对于社会的负面影响。首当其冲的就是对未成年人的危害。虽然归其原因未成年人进入网络游戏的责任并不只在游戏本身,但是在目前社会监督不力的情况下,网络游戏担负起了限制未成年人过分投入游戏的主要责任。其中对未成年人最大的危害就是网络游戏占据了未成年人过多的时间和精力,影响了他们的健康成长。由此连带出的,是其他一些负面影响:比如某些网络游戏恶劣低俗的游戏环境;比如暴力网络游戏的PK设定;一些网络游戏的结婚和赌博的设定;还有就是网络游戏本身需要玩家支付的费用,对于未成年人来说也并不轻松。
 过去,对于社会舆论的这些职责,网络游戏的厂商们虽然也采取了一些措施,但是在利益的考虑下并不那么重视。但是在今年“网络游戏防沉迷系统”推出以后,网络游戏的厂商们就不得不直面这个问题了。
 在运营结果上休闲网络游戏和永久免费的网络游戏不会受到“网络游戏防沉迷系统”的冲击,在实际效果上这两类游戏同样不会对未成年人产生过多的危害,不会成为社会舆论的职责对象。
这是因为,休闲网络游戏和永久免费网络游戏的游戏定位在于玩家业余时间的休闲活动,并不期望占用玩家过多的游戏时间。在玩家进行游戏的过程中,不会因为要考虑自己在游戏中花费了多少点卡而抓紧游戏效率。相反在这些游戏中玩家进行游戏要更加从容不迫,玩家的投入感较低,对游戏的依赖程度也就不会太高。同时,这两类游戏都是向玩家免费开放的。玩家即使不购买那些游戏中出售的周边产品,一样可以基本享受到全部的游戏乐趣。这可以大大减轻那些缺乏收入的未成年人的经济负担,同时也减少了很多社会的潜在隐患。还因为免费的缘故,同样一件需要玩家付出精力才能获得的游戏装备,在免费游戏中的价值会远远低于那些收费游戏的。那么这些网络游戏的玩家交易市场就不会像收费游戏那么兴旺。没有了玩家之间的现金交易,游戏财富对于未成年人的吸引力就会变得更小。同时,其他游戏常见的欺骗、盗号等非法行为也会随之减少。干净安全的游戏环境更加有利于未成年人的健康成长。
 很多人都会知道,任何一个行业都不可能毫无节制的无限增长。发展到一定程度以后必然会因为某种原因停滞下来。我感觉到现在,网络游戏业就可能面临着一次停滞发展期,只有那些顺应发展的网络游戏——比如休闲网络游戏和永久免费网络游戏——才会在网络游戏市场的变革中留存下来,迎来事业的新的高峰。

附件2:外文原文(复印件)

Network game development
1. Network game development course
 "The network lets our Earth turn a village!" Had said this speech has represented the desire which human one kind of wide-spread links up. After 2000, the network builds the bubble economy starts to be disillusioned, one all prevails for a time the network company spreads the news in abundance which reduces staff or goes out of business, but a website actually presents other scene: In May, 2001, the joint audiences play by 170000 at the same time on-line, 20 million registrations users' scale become the world most greatly on-line game website.
 Is take the association audiences game and writing MUD as representative's network the performance which bubble economy establishes a new school in the .com, lets many people see contained huge opportunity. In the behind these years, the network game truly developed by the astonishing speed.
 In June, 1998 the association numerous networks game world officially promoted. The first batch enters one of mainland China network games "Kings of the Ten thousand Kings" to obtain the huge success. Afterwards, "the Stone Age" officially goes on the market by the northern national capital righteousness proxy in January, 2001. "Millennium" follows close on by the Asian association game proxy in February, 2001 starts to test, in April starts officially to collect fees.
 Stops to June, 2001, the network game enters a mainland China during for year, in the market promotes the network game quantity achieved ten several section, present a piece of prosperous scene. The network game irritably was taken to the threshing ground, has aroused the multitudinous media interest, one batch of networks games specialized media revealed the horns. However, behind the fast growth which the network game grows out of no question which exists grows excessively quickly brings, like the blind introduction game, the game operation management is chaotic and so on. The early China network game development, has not certainly carried on the good industrial plan, has the certain spontaneity. Hence the early games, apart from a small part of the operation was successful, most have been withdrawn from the market or dropped.
 In June, 2000 the colorful company officially distributes mainland China first section large-scale multi- people on-line RGP "Kings of the Ten thousand Kings";
 Enter China "Kings of from the Ten thousand Kings" to start, is doomed with it correlation many aspects to prepare is affected, affects in a big way one is the single plane game market. 2000 year's end, the network game swift and violent development, enabled its scale to achieve many years formed single plane game market scale several tenths, but to in 2001, the network game were develop and the single plane game market scale quite.
 The new network game tested the news which and went on the market nearly to flood one after the other in 2001 the second half year network game market. But in 2000 second half year and in 2001 the first half year is different, this time starts to have some senior single plane game merchants to join, they in single plane game market operation aspect attainment, in addition before already went on the market the network game operation experience, the Chinese network game starts to march into the stable mature development. Majority of occupies the main status in today the network game business agents all to reveal the horns in this time, but massively will develop the impetus function network game in the future also all by now to start to test and the preparatory work.
 At the same time, the network game related media like "Populace Network Newspaper" also displays further maturely, they in play the family to the network game annotation and the instruction correctly to carry on the game aspect to display powerfully. Maybe, in this time, the media and between operations businesses started a more frequent broader cooperation develops the function for the network game to the mature steady direction which adds fuel to the flames.
 In rapid development today, the Chinese network game industry already occupied a stable mature development phase. Overall speaking, this stage China network game industry development presents the unity and the coordination, and gradually has formed the integrity industrial chain, is in on the industrial chain the channel seller, the spot card seller, accesses the net service industry (internet bar and so on) and the media and so on, is following the network game industry pulse, rapidly develops. Occupy the whole industry chain and the most critical position on the network game operators, and become more mature and rational. At the same time, the network game company and the main telecommunication and the network merchant have also established the extremely close cooperation relations.
 In 2001, the Chinese network game market scale approaches 310 million Yuan, according to IDC research, in 2002 the Chinese network game market scale achieved 910 million Yuan, compare in 2001 to grow 187.6%. IDC estimated that, to 2006, the Chinese network game market scale achieved 8.34 billion Yuan, 2,001 ~ 2006 year compound rate of increment will achieve 92.6%. In 2001, China pays expenses the network game user only 1.681 million, but 2002 year's end achieved 4010000. The network game has the limitless future!
2. The network game advantages and disadvantages
2.1 Network game advantage
 The network game can the advantage which brings to us include:
 (1) Cultivates the type broad intention. In the net swims any people all to have, has the good person also to have the unprincipled person, the age also has greatly has small, but plays is after all plays, any matter all is unworthy goes to the vitality, even if some people have handled specially not the good matter to you, you also must have the broad intention, as soon as has smiled it, can hug the enemy the talented person is truly is the victor. This kind of situation practiced for a long time in the network game, you also were allowed to achieve inside the real life, have the broad intention, was a gentleman Tanzania turbulent person.
 (2) Economizes the road. Each person in the study or after-working hours, specially the evening, all has own entertainment way (certainly to be able to study well, but is very difficult to achieve), compares outside travels, the shopping, sings, drinks and so on, played the network to play the money which the real correct use arrived to be instead few. Thinks oneself is playing the net swims, is not does not have how spends, but has not played the net to swim, can everywhere spend.
 (3) Practice exchange skill. In the game through between the person and person's exchange, the cooperation achieves own goal, therefore exchanges the count for much, the real life also is same, can achieve the free alternating current the person should be able an achievement enterprise.
 (4) May make the friend. Through in net You Li exchange, many times "life and death" the cooperation, very many people all had the sentiment, therefore achieved in the real life is unable the goal which associates, this also is an advantage which the network game brings. Various networks game plays the family to be able to sign in above and to leave behind the contact method, you also may search play the family, may according to the game name, role, in the server, in condition search and so on the faction, professional role, sex, place.
2.2 Network game disadvantage
 If has been separated from its essence (for instance in order to crazily promotes, crazily makes money, marriage, hits equipment but diligently struggle), can form the malignancy to become addicted. This can create the person spirit to be dispirited. Even can have the illusion, cannot distinguish clearly the reality and the game. If plays the game once to become addicted can be at the game for a long time the emotional state, is easy to cause the irritable mood, interferes with the normal work, the study, the rest, with the mental hygiene expert's speech said is the chronic suicide.
 Overall, network game is a program for the game, it is a healthy, upward, but there is no danger of an entertainment. Knows when to stop plays the game is relaxes the body and mind one kind of health activity, when our working pressure is overweight. May plays the game to relax, when we study time excessively is long also may plays the game to relax. Some games will also benefit the development of our thinking sensitivity.
3 Network game development tendency
 From the 90's MUD times, "Network Create Century" to 99 years to enter China, again is grand "Legend" to 2001 miracle success, until a today domestic network game market piece of prosperous tendency. The network played this colossus already to pass through the quite several different stages in China. This year the national news publication bureau announcement forces to implement "the network game to guard against sinks confuses", symbolized our country network game industry entered participated in regulative by the government the new stage. With the increasingly influential online games, online games brought a growing number of social significances. In this new stage, the network game management no longer only is with emphasis the consideration can give plays the family to provide how many entertainment, meanwhile must care about a section game regarding society's influence. The domestic network game industry faces is being new time mixes the cards.
 Speaks of the network game regarding society's influence, the positive and negative two aspects all are we cannot neglect. The network game positive value lay in it greatly to expand our country network enterprise and the computer industry development, attracted the large quantities of users to join to in the network user's ranks. The network game has created the massive public wealth as well as the employment opportunity, has led many local economical development. Domestic correspondence industry, computer industry as well as internet bar service industry because the network game emerge but rapidly develops. At the same time, network game or one kind inexpensive and universal new entertainment way under, was in under the horizontal members of different social classes for the income to provide to compare harms certainly is not very big whiles away the time the institute.
 But, now the public opinion more and more cares about the network game regarding society's negative influence. Bears the brunt is to the minor the harm. Although turns over to its reason minor to enter the network game the responsibility and not only in plays it but does not supervise in the strength situation in the present society, the network game shouldered has limited the minor excessively to invest the game the primary responsibility. Was the network game occupied the minor excessively much time and the energy to the minor biggest harm, has affected their health growth. Leaves from this the association, is other some negative influences: For instance certain network game bad vulgar game environment; For instance violence network game PK hypothesis; Some network games marriage and gambling hypothesis; Also has is the network plays itself needs to play the expense which the family pays, regarding the minor said certainly is not also relaxed.
 In the past, regarding public opinion these responsibilities, the network game merchants although also has taken some measures, but certainly not that takes under the benefit consideration. After but "the network game guards against in this year sinks confuses the system" promotes, the network game merchants can not but face directly this question.
The leisure network game and the permanent free network game cannot be under "the network game guards against sinks confuses the system" the impact in the operation result, these two kind of games similarly cannot have excessively many harms in the actual effect to the minor, cannot become the public opinion the responsibility object.
 This is because, the leisure network game and the permanent free network game locates lies in plays the family spare time the leisure activity, certainly did not expect takes plays the family excessively many games time. In plays the family to carry on the game in the process, cannot because must consider oneself spent how many card in the game to grasp to play the efficiency. On the contrary plays the family in these games to carry on the game to have more unflustered, plays family's investment feeling lowly, and the level of dependency also cannot too be high to the game. At the same time, these two kinds of games all is to plays the family free opening. Plays the family even if does not purchase the peripheral product which in these games sells, equally may basically enjoy to the complete game pleasure. This may greatly lighten minor's economical burden which these lacks the income, simultaneously also reduced the very many societies' latent hidden danger. Also because of the free reason, same needs to play the family to put in the game equipment which the energy can obtain; can be lower than these charges game by far in the free game value. Then these network games play the family transaction market not to be able to like the charge game to be that prosperous. Has not played between family's cash transaction, the game wealth can change regarding minor's attraction slightly. At the same time, other game common deceits, the robber number and so on the tort also can along with it reduction. The clean security game environment is more advantageous to minor's health growth.
 Very many people can know that, any profession is all impossible the infinite growth which does not control. To a certain extent, the future is bound to a standstill because of some reasons. I felt the present, the network game industry on possibly faces time is stagnating sends the exhibition period, only has these to comply with the development the network game for instance leisure network game and the permanent free network game only then can preserve down in the network game market transformation, welcomes the enterprise the new peak.


以上为本篇毕业论文范文网络游戏的开发的介绍部分。
本论文在计算机论文栏目,由论文网(www.zjwd.net)整理,更多论文,请点论文范文查找

毕业论文降重 相关论文

收费专业论文范文
收费专业论文
汉语言文学论文
物理学论文
自动化专业论文
测控技术专业论文
历史学专业论文
机械模具专业论文
金融专业论文
电子通信专业论文
材料科学专业论文
英语专业论文
会计专业论文
行政管理专业论文
财务管理专业论文
电子商务国贸专业
法律专业论文
教育技术学专业论文
物流专业论文
人力资源专业论文
生物工程专业论文
市场营销专业论文
土木工程专业论文
化学工程专业论文
文化产业管理论文
工商管理专业论文
护理专业论文
数学教育专业论文
数学与应用数学专业
心理学专业论文
信息管理专业论文
工程管理专业论文
工业工程专业论文
制药工程专业论文
电子机电信息论文
现代教育技术专业
新闻专业论文
艺术设计专业论文
采矿专业论文
环境工程专业论文
西班牙语专业论文
热能与动力设计论文
工程力学专业论文
酒店管理专业论文
安全管理专业论文
交通工程专业论文
体育教育专业论文
教育管理专业论文
日语专业论文
德语专业论文
理工科专业论文
轻化工程专业论文
社会工作专业论文
乡镇企业管理
给水排水专业
服装设计专业论文
电视制片管理专业
旅游管理专业论文
物业管理专业论文
信息管理专业论文
包装工程专业论文
印刷工程专业论文
动画专业论文
环境艺术专业论文
信息计算科学专业
物流专业论文范文
人力资源论文范文
营销专业论文范文
工商管理论文范文
汉语言文学论文范文
法律专业论文范文
教育管理论文范文
小学教育论文范文
学前教育论文范文
财务会计论文范文

电子商务论文范文

上一篇:网络五子棋毕业设计(文档)任务书 下一篇:成本、费用管理系统说明书

最新论文

精品推荐

毕业论文排版

热门论文


本站简介 | 联系方式 | 论文改重 | 免费获取 | 论文交换

本站部分论文来自网络,如发现侵犯了您的权益,请联系指出,本站及时确认删除 E-mail:229120615@qq.com

毕业论文范文-论文范文-论文同学网(www.zjwd.net)提供计算机论文毕业论文,毕业论文范文,毕业设计,论文范文,毕业设计格式范文,论文格式范文

Copyright@ 2010-2024 zjwd.net 毕业论文范文-论文范文-论文同学网 版权所有