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
2020-12-14
79
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/WuP7777K
0
大学英语六级
相关试题推荐
A、Happiness,work,andlove.B、Power,celebrityandfame.C、Work,loveandplay.D、Family,friendsandcolleagues.C心理学家ErikEri
A、Theywerecontrolledlessstrictlybytheauthorities.B、Theytreatedtheirworkersmorehumanely.C、Theycompletelyignoredc
Children’sHealthcareofAtlantawantstomoveGeorgiaoutofthetop10listforchildhoodobesity(肥胖),officialssaid.Doc
A、Itmustbesimpleenoughtounderstand.B、Itshouldbecreativeandunique.C、Itshouldbeshowninainconspicuousway.D、It
Whenyouthinkaboutthegrowthofhumanpopulationoverthelastcenturyorso,itisalltooeasytoimagineitmerelyasani
Individualsandbusinesseshavelegalprotectionforintellectualpropertytheycreateandown.Intellectualproperty【C1】______f
TheFrontierHeritageTheImpactoftheAmericanFrontier[A]AlthoughAmericancivilizationtookoverandreplacedthe
Dependingonwhichplayeryouask,the"Fevernova"ballthatsportsequipmentmakerAdidassaysprovidestheultimatesoccerexp
A、Creative.B、Aggressive.C、Respectful.D、Responsible.B该问题问关于演讲者父亲对美国典型的CEO的看法。演讲者最后说到,她的父亲一直担心把她教育成一个孝顺的中国女儿会妨碍她在首席执行官的圈子里和别人竞
A、Peopleshouldnotbejudgedontheirresults.B、Teamspiritisnotsoimportanttofootballplayers.C、Agiftedplayerwitha
随机试题
皮亚杰认为中班时期的幼儿思维方式为()
下列哪一项属于同定信息()
患儿,男,5岁,发热1天,有咽痛,家长给予头孢氨苄口服,次日热不退,全身出现弥漫性针尖大小红色皮疹,疹间皮肤充血,咽红、扁桃体Ⅱ度肿大,表面有脓性分泌物。该患儿3周后出现眼睑水肿、尿少、血尿、头痛,最可能出现的并发症是
患者,刘某,明日在硬膜外麻醉下行左肾切除术,给予大量不保留灌肠,灌肠液的温度应是
论证比选方案的步骤有哪些?
债券面值3000万元,票面利率为12%,发行期限20年,按面值等价发行,发行费用为筹资总额的5%,所得税税率为25%,每年支付一次利息,则该笔债券的成本是()。
甲公司有一笔闲置资金,可以进行为期一年的债券投资,计划一年后出售购入债券,市场上有两种债券可供选择,相关资料如下:(1)两种债券的面值均为1000元,到期时间均为3年后。(2)A种债券的票面利率为10%,每年末付息一次,到期支付1000元,到期收益率为
A、 B、 C、 D、 D本题属于单组同规律类图形推理。各项均为内部图形与外部图形相连的多边形。
不当得利,是指没有法律和合同上的根据而受利益,致使他人受到损失。按法律规定,受损失的一方有请求不当得利人返还所得到的利益的权利。而不当得利人有返还利益的义务。据此定义,下列属于不当得利的是( )。
先阅读以下说明,然后回答问题1、问题2与问题3。[说明]最新网络病毒为Worm.Zotob病毒及其变种(Worm.Zotob.b),该病毒会在被感染的电脑上开设后门,黑客可以通过这些后门对其进行远程控制,Worm.Zotob利用了微软公布的
最新回复
(
0
)