首页
外语
计算机
考研
公务员
职业资格
财经
工程
司法
医学
专升本
自考
实用职业技能
登录
考研
Old stereotypes die hard. Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammer
Old stereotypes die hard. Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammer
admin
2021-09-17
61
问题
Old stereotypes die hard. Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing "Angry Birds" on her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female.
Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of $56 billion in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.
Is this success due to luck or skill? The answer matters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.
Video games have certainly been swept along by two forces: demography and technology. The first gaming generation—the children of the 1970s and early 1980s—is now over 30. Many still love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.
But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from "casual" games that are simple, cheap and playable in short bursts on mobile phones or in web browsers.
The industry has excelled in a particular area—pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop "freemium" models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.
As gaming comes to be seen as just another medium, its
tech-savvy approach
could provide a welcome shot in the arm for existing media groups.
One special factor of the success of video games is that_____.
选项
A、demography
B、flexible pricing
C、digital technology
D、cinematic design
答案
B
解析
推断题。根据题干关键词special factor定位到第六段。开头提到The industry has excelled in a particular area一pricing,题干是对原文的同义复现。四个选项都是造成电子游戏行业成功的原因,但特殊的因素之一就是pricing了,这是音乐、电影和电视等传统媒体尤其需要学习的。根据下文解释也可知道正确答案为B项“灵活的定价”。
转载请注明原文地址:https://kaotiyun.com/show/3e1Z777K
0
考研英语一
相关试题推荐
科学技术影响人类的未来生活——2001年英译汉及详解Inlessthan30years’timetheStarTrekholodeckwillbeareality.Directlinksbetweenthebrain
人类性格与行为形成的原因及影响——1990年英译汉及详解Peoplehavewonderedforalongtimehowtheirpersonalitiesandbehaviorsareformed.Itisnote
人类性格与行为形成的原因及影响——1990年英译汉及详解Peoplehavewonderedforalongtimehowtheirpersonalitiesandbehaviorsareformed.Itisnote
城市对人类生活的重要性及面临的问题——1987年英译汉及详解Havetherealwaysbeencities?【F1】Lifewithoutlargeurbanareasmayseeminconceivabletous,b
Therehavebeenrumors.There’sbeengossip.AllHollywoodisshockedtolearnthatCalistaFlockhart,starofFox’shitTVshow
Theroughguidetomarketingsuccessusedtobethatyougotwhatyoupaidfor.Nolonger.Whiletraditional"paid"media—sucha
Forallthesereasons,readingnewspapersefficiently,whichmeansgettingwhatyouwantfromthemwithoutmissingthingsyoune
Americanstodaydon’tplaceaveryhighvalueonintellect.Ourheroesareathletes,entertainers,andentrepreneurs,notschola
TheethicaljudgmentsoftheSupremeCourtjusticeshavebecomeanimportantissuerecently.Thecourtcannot【C1】______itslegit
Researchhasshownthat—inbothsexesandacrossnumerouscultures—attractivepeoplearejudgedtobesmarter,kinder,morehone
随机试题
简述道德的起源。
阅读下面的文字:愈尝从事于汴、徐二府,屡道于两府间,亲祭于其所谓双庙者。其老人往往说巡、远时事云:南霁云之乞救于贺兰也,贺兰嫉巡、远之声威功绩出己上,不肯出师救。爱霁云之勇且壮,不听其语,强留之,具食与乐,延霁云坐。霁云慷慨语曰:“云来时,睢阳之
A、过清音B、鼓音C、实音D、水泡音E、哮呜音支气管哮喘
男性,50岁。诊断肝硬化2年,1年前行食管钡餐检查,发现食管下段虫蚀样充盈缺损。2d前曾有黑便,继之出现嗜睡,晚间烦躁不安入急诊。体检:双手有扑击样震颤。下列哪项不会增加氨的毒性
患者,女,30岁。高热、寒战3天,体温最高达40.3℃,剧烈头痛,喷射性呕吐,烦躁不安,四肢皮肤黏膜瘀点、瘀斑,脑膜刺激征阳性;脑脊液检查:呈浑浊米汤样或脓样,白细胞明显增高至1000×106/L以上,糖及氯化物明显减少,蛋白含量升高。下列治疗措施
A、溶化性B、融变时限C、溶解度D、崩解度E、卫生学检查颗粒剂、散剂均需检查的项目()
企业按月计提的固定资产折旧,应按固定资产的使用地点不同借记有关账户。下列中可能借记的账户有()。
(),新修订的《证券法》和《公司法》开始实施。
下列关于社会主义法律体系的说法正确的是()。
一般可将信息系统的开发方法划分为两大类,即自顶向下的开发方法和自底向上的开发方法。Ⅰ.每一阶段所获得的经验有助于下一阶段的开发Ⅱ.该方法可以用于为企业或机构的重要决策和任务提供信息Ⅲ.相对地说,每一阶段的规模较小、易于控制和掌握Ⅳ.该方法支
最新回复
(
0
)