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
外语
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
2015-01-31
21
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. 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. Even teenagers with imaginary rayguns are more likely to be playing "Halo" with their friends than playing alone
Over the past ten years the video-game industry has grown from a small niche 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: it never faced the struggle to convert from analogue. 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. As gaming establishes itself as a pastime for adults, the social stigma and the worries about moral corruption that have historically greeted all new media, from novels to pop music, have dissipated. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.
The industry has excelled in two particular areas: pricing and piracy. 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. In China, where piracy is rampant, many games can be played online for nothing. Firms instead make money by selling in-game perks and "virtual goods" to dedicated players. China is now the second-biggest gaming market, but does not even rank in the top 20 markets for the music business.
As gaming comes to be seen as just another medium, its tech-sawy approach could provide a welcome shot in the arm for existing media groups. Time Warner and Disney have bought games firms; big-budget games, meanwhile, now have Hollywood-style launches.
How do "freemium" models work?
选项
A、It relies on a large audience to make profits.
B、People can play games online without payment.
C、It relies on non-paying customers to build an audience and gain profits from a fanatical few.
D、It charges very little money from its huge audience.
答案
C
解析
细节题。根据题干中的“freemium”models可以定位到文中的In an erawhen people are disinclined to pay for content on the web,games publishers were quickto develop “freemium”models,where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few。由此可知这个模式主要是通过免费玩来创造巨大的玩家群体,而只从少数狂热玩家身上获取利润。C项的内容与此相对应。A、B项只是这个模式的一部分,不全面。D项讲的不是原文的意思。因此,正确答案是C。
转载请注明原文地址:https://kaotiyun.com/show/5mh7777K
0
大学英语六级
相关试题推荐
HereareSofiaFranco,thefoodwriterandstylist’stop11tipsforahealthydiet:1.Drinklotsofwater.Takea1.5literbo
Themost【B1】______problemcreatedbytherapidincreaseinpopulationisa【B2】______offood.Moremouthshavetobe【B3】______eve
Manypeoplebecomequietandtensewhentheyfirstmeetsomeonetheydonotknow,orwhentheyfaceanewsituation.Theybecome
A、FuturegrowthofcollegestudentsinAmericaislikelytobequicker.B、Therearelessthan2,000universitiesorcollegesin
ImprovingthebalancebetweentheworkingpartofthedayandtherestofitisagoalofagrowingnumberofworkersinrichWe
ImprovingthebalancebetweentheworkingpartofthedayandtherestofitisagoalofagrowingnumberofworkersinrichWe
A、Theaverageageofthesubjectswas49inthefirststudy.B、Thesubjects’familyhistorywasinvestigatedinthefirststudy.
A、Workerscan’treceivetheregulartraining.B、Companiesbegintofiretheirworkers.C、Thegovernmentimposesheavytaxesonp
Anadvanceddegreeinbusinessstudiesisnowamustforanyambitiousandfocusedexecutivehopingtoclimbthecareerladderi
随机试题
Ifsustainablecompetitiveadvantagedependsonworkforceskills,Americanfirmshaveaproblem.Humanresourcemanagementisn
所欲与之聚之,所恶勿施,尔也。
胃肠解痉药服用解热镇痛药用于止痛服用
履行FOB交货条件下的进口合同,应由()负责派船将货物运到合同规定的目的地。
甲公司申领房屋拆迁许可证,应当提交()等资料。如被拆迁人王某对拆迁估价结果有异议,可以采取的救济方式为()。
处于更新改造过程中而停止使用的固定资产,应当转入在建工程,停止计提折旧。()
2013年3月18日,甲机械公司与乙融资租赁公司接洽融资租赁某型号数控机床事宜,同年4月1日,乙按照甲的要求与丙精密设备公司签订了购买1台某型号数控机床的买卖合同。丁以乙的保证人身份在该买卖合同上签字,但合同中并没有保证条款,丙和丁亦未另行签订保证合同。乙
—Youdidn’tattendthepartylastnight?—-No,I______,forthepartywasputoffforsomereason.
“人怎样表现自己的生活,他们自己就是怎样。因此,他们是什么样的,这同他们的生产是一致的——既和他们生产什么一致,又和他们怎样生产一致。因而,个人是什么样的,这取于他们进行生产的物质条件。”马克思的这段话说明个体的发展具有()
Thesuppliersaidthedepartment______morestockinthefuture.
最新回复
(
0
)