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
2017-02-24
97
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.
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。第一段主要谈及人们的老成见,即谈到电子游戏玩家,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。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,正确答案是D。
转载请注明原文地址:https://kaotiyun.com/show/A6U7777K
0
大学英语六级
相关试题推荐
A、Becauseofitsfriendlyfolks.B、Becauseofitscleanair.C、Becauseofitsquietness.D、Becauseofthesenseoffreshness.D关
A、EarlynewspapersinEngland.B、Theearlyhistoryofmagazines.C、ThelifeofDanielDefoe.D、Differencesbetweennewspapersan
Oneofthemostcommonimagesofanadvanced,Western-stylecultureisthatofabusy,traffic-filledcity.Sincetheirfirst【B1
A、5%.B、10%.C、15%.D、20%.B男士说可以给女士的折扣是10%。故答案是B。从选项可猜测题目与数字细节有关。数字细节题,要边听录音边做好笔记。要注意数字出现时相关联的信息,并留意题目问的问题。听完问题后,可排除没有在对话中提到的A和
A、Industrialdevelopment.B、Theirownhealth.C、Theirchildren’sfuture.D、Soundenvironment.A短文提到,我们把“提高工业化”作为我们首要目标。所以A正确。选项为
Thenewyearalwaysbringswithitaculturaltraditionofnewpossibilities.Weseeitasachancefor【B1】______.Webegintod
Largecompaniesneedawaytoreachthesavingsofthepublicatlarge.Thesameproblem,【B1】______,facespracticallyeverycom
GabrielGarciaMarquez,anativeofColombia,iswidely【B1】______helpingtopopularize"magicalrealism,"agenre"inwhichthe
A、Becauseitgivespeopleasenseofachievement.B、Becausemostpeoplelikedoingiteveryday.C、Becauseitisneitherbiochem
A、Ithasdecreased.B、Ithasbeenexaggerated.C、Ithasbecomebetterunderstood.D、Ithasremainedbasicallythesame.A短文开头提到,
随机试题
敏感性训练
有些疾病仅靠X线检查即能确诊,除了( )
新生儿硬肿症发病的内因是
施工单位负责人在开工会议上宣布了拟参加或不参加安全生产教育培训人员的名单见下表,根据我国《建设工程安全生产管理条例》的规定,你认为所有不正确的安排是()。
在《个人所得税法实施条例》中,规定附加减除费用的适用范围包括()。
下列各项,应计入增值税应税销售额的是()。
From:WayneThomas[wayne@e-solutions.com]To:terry.giblert@monavale.comCc:KarenRussell[Karen.russell@e-solutions.com]S
教师的专业素养是当代教育质量的集中体现,它主要表现在教师的()。
Themainideaofthesebusiness--schoolacademicsisappealing.Inawordwherecompaniesmustadapttonewtechnologiesandsou
CluestoHelpExplaintheFrequencyofInjuriesThethreewomenareallseriousathletes,andtheyworktogetheratasmall
最新回复
(
0
)