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
42
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.
What can you learn from "freemium" model?
选项
A、It makes people inclined to pay for content on the web.
B、It relies on non-paying customers to make a profit.
C、It makes money only from a few fanatical customers.
D、It earns little for the game-publishers.
答案
C
解析
细节题。根据题干关键词定位到第六段。根据…“freemium”models,where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few可知“免 费增值”模式依赖不付费的顾客来扩大客户群,然后从少量痴迷的顾客身上赚钱。C项It makes money only from a few fanatical customers是对原文extract cash only from a fanatical few的 同义复现,为正确答案。A项为张冠李戴,且不符合事实。B项将build an audience偷梁换柱为 make a profit。D项属于主观推断,原文并未提及。
转载请注明原文地址:https://kaotiyun.com/show/dEBZ777K
0
考研英语一
相关试题推荐
AstudyofhowolderteenagersusesocialmediahasfoundthatFacebookis"notjustontheslide,itisbasicallydeadandburi
AstudyofhowolderteenagersusesocialmediahasfoundthatFacebookis"notjustontheslide,itisbasicallydeadandburi
Mammalsvaryenormouslyinsize,fromweighinglessthanapennytomeasuringmorethanthreeschoolbusesinlength.Somegroup
Mammalsvaryenormouslyinsize,fromweighinglessthanapennytomeasuringmorethanthreeschoolbusesinlength.Somegroup
Asimpleideasupportsscience:"trust,butverify".Resultsshouldalwaysbe【C1】______tochallengefromexperiment.Thatsimple
Tomastertheviolintakes10,000hoursofpractice.Putinthattimeand【C1】______willfollow.This,atleast,iswhatmanymus
Tomastertheviolintakes10,000hoursofpractice.Putinthattimeand【C1】______willfollow.This,atleast,iswhatmanymus
Tomastertheviolintakes10,000hoursofpractice.Putinthattimeand【C1】______willfollow.This,atleast,iswhatmanymus
TheNHSremainsoneofthereasonswhypeopleareproudtobeBritish.Itprovidesoutstandingcaretomorethanamillionofus
Writingforanhistoricalseriesistricky,andtheoutcomeisnotalwaysasuccess.ThebestoverallEuropeanhistoryinEnglis
随机试题
甲公司系上市公司,属于增值税一般纳税人,适用的增值税税牢为17%,适用的所得税税率为25%,所得税采用资产负债表债务法核算。不考虑除增值税、所得税以外的其他相关税费。甲公司按当年实现净利润的10%提取法定值余公积。甲公司2011年度所得税汇算清缴于2012
某餐厅设有可坐12人和可坐10人两种规格的餐桌共28张,最多可容纳332人同时就餐,问:该餐厅有几张10人桌?()
广告信息的发掘就是确定广告信息的内容,它直接影响广告的促销效果。()
会阴后侧切开缝合完毕,最重要的是
场(厂)内专用机动车辆的检验周期为()
E公司是C国一家卫浴产品生产企业,成立的时间不长。在成立初期,为了在市场上取得较好的成绩,主要投资人以一个较高的起点设立了这家企业,花巨资购买了世界最先进的一条生产线,并通过给予优厚的待遇招聘到了一些资深的研发人员,为他们配备了很好的设备和环境,期望能够在
互联网并非__________、整齐划一的技术革命的产物,而是在各种混乱、争论和复杂的利益纠葛中发展成今天的规模和影响力,正是一个个小的草根网络,最终汇集成一个____________的大潮流。依次填入画横线部分最恰当的一项是()。
“创新”作为严格的经济学概念。特指企业以新产品、新服务、新市场、新的管理和商业模式获取利润的行为。根据上述定义,下列不属于经济学概念中的创新的是:()
论述在我党历史上建立工农联盟的经验教训。
AsanationalleaderwithoverfortyyearsofexperienceprovidingTV,radio,andmarketingservicestothecorporateworld,Abi
最新回复
(
0
)