Remember Second Life, the virtual world that was supposed to become almost as important as the first one? Now populated by no mo

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问题     Remember Second Life, the virtual world that was supposed to become almost as important as the first one? Now populated by no more than 84,000 avatars at a time, it has turned out to be a prime example of how short-lived Internet fads can be. Yet if many adults seem to have given up on virtual worlds, those that cater to children and teenagers are thriving. Several have even found a way to make money.  
    In America, nearly 10 million children and teenagers visit virtual worlds regularly, estimates eMarketer, a market researcher-a number the firm expects to increase to 15 million by 2013.As in January, there were 112 virtual worlds designed for under-18s with another 81 in development, according to Engage Digital Media, a market research firm.  
    All cater to different age groups and tastes. In Club Penguin, the market leader, which was bought by Disney in 2007 for a whopping $ 700 million, primary-school children can take on a penguin persona, fit out their own igloo and play games. Habbo Hotel, a service run from Finland, is a global hangout for teenagers who want to customise their own rooms and meet in public places to attend events. Gala Online, based in Silicon Valley, offers similar activities, but is visited mostly by older teens who are into Manga comics.  
    Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room. They are paid for in a private currency, which members earn by participating in various activities, trading items or buying them with real dollars.  
    This sort of stealth tax seems to work. At Gala Online, users spend more than $1 million per month on virtual items, says Craig Sherman, the firm’s chief executive. Running such a virtual economy is not easy, which is why Gaia has hired a full-time economist to grapple with problems that are well known in the real world, such as inflation and an unequal distribution of wealth.  
    There are other barriers that could limit the growth of virtual worlds for the young, but the main one is parents. Many do not want their offspring roaming virtual worlds, either because they are too commercial or are thought to be too dangerous. Keeping them safe is one of the biggest running costs, because their sponsors have to employ real people to police their realms.  
    Youngsters are also a fickle bunch, says Simon Levene of Accel Partners, a venture- capital firm. Just as children move from one toy to another, they readily switch worlds or social networks, often without saying goodbye.  
    Even so, Debra Aho Williamson, an analyst at eMarketer, believes "these worlds are a training ground for the three-dimensional web". If virtual worlds for adults, which so far have been able to retain only hardcore users, manage to hang on for a few years, they may yet have a second life.
What can we infer from Simon Levene’s comments?

选项 A、Young people will usually change games.
B、Young people are only attracted by the novelties in the games.
C、Game companies will have to use various measures to keep young people continuing playing their games.
D、Current prosperity of online games market may not last long due to the capriciousness of young people.

答案D

解析 本题需要掌握最后两段,看原文的这段话,是说年轻人玩网游并不意味着会从一而终,喜新厌旧是常事,言下之意是说虽然网络游戏市场现在一派繁荣,但是能持续多久却是个未知数。后面一段接着又说了这些公司应该吸引这些玩家更久一点。结合起来看,由此可以推断出D选项符合题意。A项就是原文的字面意思,B项也是字面意思,可以从儿童和玩具的例子中得出,C项并不能推断出来,因为原文并未有提及任何解决方案,只是说明了会存在的问题。   
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