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
2017-12-11
62
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-sawy approach
could provide a welcome shot in the arm for existing media groups.
The two examples in Paragraph 1 are used to illustrate that
选项
A、video-game players tend to be older.
B、females in America tend to enjoy playing video games.
C、it is hard to change old stereotypes.
D、the video-game industry has grown rapidly.
答案
D
解析
推断题。根据题干关键词定位到第一段。本段第一句说“老成见总是难以改变的”。接下 来做了解释:谈到电子游戏玩家,你可能会想到一个小男孩独自入迷地玩游戏,在十年前这可 能是现实:但十年后的今天可能是个中年的上班族在玩游戏。最后一句提到美国是最大的电子 游戏市场.并交代玩家的平均年龄和女性的人数。第二段开头紧接着讲“过去十年中,电子游戏 行业已经从一个微不足道的小行业发展为一个庞大的主流产业”。可见第一段的两个例子作对 比是用来说明十年中电子游戏行业由弱到强的变化。因此D项正确。A、B项属于表面信息。C 项是作者阐述观点前的反面论证,不是用例子作对比的目的。
转载请注明原文地址:https://kaotiyun.com/show/7EBZ777K
0
考研英语一
相关试题推荐
Mammalsvaryenormouslyinsize,fromweighinglessthanapennytomeasuringmorethanthreeschoolbusesinlength.Somegroup
Mammalsvaryenormouslyinsize,fromweighinglessthanapennytomeasuringmorethanthreeschoolbusesinlength.Somegroup
Ifyouhavehighbloodpressure,you’reingood【C1】______.Hypertensionaffects67millionAmericans,includingnearlytwo-third
Ifyouhavehighbloodpressure,you’reingood【C1】______.Hypertensionaffects67millionAmericans,includingnearlytwo-third
Ifyouhavehighbloodpressure,you’reingood【C1】______.Hypertensionaffects67millionAmericans,includingnearlytwo-third
HowdoyouexplaineconomicsinplainEnglish?TheFederalReserveBankofNewYorkhasbeenansweringthequestionwithaneven
HowdoyouexplaineconomicsinplainEnglish?TheFederalReserveBankofNewYorkhasbeenansweringthequestionwithaneven
SupposeyouareinvitedbyProfessorWilliamstogiveapresentationaboutChineseculturetoagroupofinternationalstudents.
PeopleintheUnitedStatesinthe19thcenturywerehauntedbytheprospectthatunprecedentedchangeinthenation’seconomyw
Cultureisactivityofthought,andreceptivenesstobeautyandhumanefeeling.Scrapsofinformationhave【B1】______todowith
随机试题
求幂级数的收敛半径与收敛区间.
以下各药中,既可活血,又能补血,且可以舒筋活络的药是
患者,男,22岁。因呼吸困难伴双下肢中度凹陷性水肿前来就诊,既往有慢性支气管炎,阻塞性肺气肿病史,查血钾32mmol/L。为防止利尿排钾,应使用的利尿剂是
A.夜间咳甚B.咳声不扬C.咳声低微D.咳声重浊E.天亮咳甚脾虚之咳嗽。多表现为
甲被检察机关指控犯有三项罪行:第一项,伪造盖有中华人民共和国商务部公章的批文。第二项,持该伪造批文和所谓中国石材进出口公司出口业务合同,到某石材加工厂对该经理乙谎称能联系出口香港地区的石材业务。然后以虚构的香港地区某公司的名义与石材厂签订了500万吨石材的
()原则在大陆法系各国中是民法中唯一的基本原则,号称“帝王条款”。
受托单位按照税务机关核发的代征证书的要求,以税务机关的名义向纳税人征收一些零散税款的征税方式称为(),
在劳动力的边际收益递减规律中,通常把()视为可变要素。
给定资料1.时间已过17时,眉山市中心的大型商业综合体里顾客摩肩接踵,热闹非凡。28岁的王浩伦身着藏青色西装,显得十分精干。他负责超市板块的网络管理,此时正和同事们在后台紧盯电脑屏幕,不敢有丝毫怠慢。王浩伦家住眉山市仁寿县龙正镇,目前跟表弟在市
“通货膨胀率达到两位数字,不愿保存货币,抢购商品用以保值”现象属于()。
最新回复
(
0
)