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
51
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、Peoplewhoaskthefirstquestion.B、Peoplewhospeakwithfactsanddata.C、Peoplewhohaveacan-doattitude.D、Peoplewhom
A、Everyculturehasthesamerulesforwhatisappropriate.B、Itistraditionaltogiveluckymoneytoyoung,singlepeople.C、A
A、Theymighthavedifficultymovingtohighereducation.B、Theyarenotprovidedwiththetechnologyinuniversity.C、Theyhave
A、ThewonderfultriptoEnglandandFrance.B、Differentculturesthathefoundinthetrip.C、Similarculturesthatstandoutfr
A、Piracyisaneasythingtocommit.B、Inventionusuallyneedsheavycost.C、Patentisusefulbutnotpractical.D、Inventionsar
A、Informtheteacherbeforehand.B、Dropoutofthecourse.C、Justdonotchoosethecourse.D、Makeituplater.C
Whenyouthinkaboutthegrowthofhumanpopulationoverthelastcenturyorso,itisalltooeasytoimagineitmerelyasani
TheFrontierHeritageTheImpactoftheAmericanFrontier[A]AlthoughAmericancivilizationtookoverandreplacedthe
BargainbookshoppersmusthavebeenpleasedlookingatAmazon’sbestsellerlistthisweekend:Theonlinebooksellerhaddropped
Judgingfromrecentsurveys,mostexpertsinsleepbehavioragreethatthereisvirtuallyanepidemicofsleepinessinthenatio
随机试题
向子宫外浸润,并向肺、脑扩散的滋养层疾病称为()
简述新股发行的条件。
()补充建设用地所占用的耕地是农用地转用的必要条件之一。
下列关于绝对感觉的描述正确的是()
宪法最主要、最核心的价值是()。
Sheneverregrettedpaying$200forthebookcase.Asamatteroffactshewouldgladlyhavepaid______forit.
项目经理提交项目绩效分析报告,总结分析人员绩效情况、服务SLA达成情况、重大事件处理情况等。该活动是对(45)________进行测量。
窗体上添加有3个命令按钮,分别命名为Command1、Command2和Command3,编写Coremand1的单击事件过程,完成的功能为:当单击按钮Command1时,按钮Command2可用,按钮Command3不可见。以下正确的是
OneGoodReasontoLetSmallpoxLiveIt’snowafairbetthatwewillneverseethetotalextinctionofthesmallpoxvirus.The
I’llbeverygratefulifyoucould________________________________(好心载我一程去学校).
最新回复
(
0
)