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
2018-02-13
78
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.
One special factor of the success of video games is that______.
选项
A、demography
B、flexible pricing
C、digital technology
D、cinematic design
答案
B
解析
推断题。根据题干关键词special factor定位到第六段。开头提到The industry has excelled in a particular area—pricing,题干是对原文的同义复现。四个选项都是造成电子游戏行业成功的原因,但特殊的因素之一就是pricing了,这是音乐、电影和电视等传统媒体尤其需要学习的。因此,正确答案是B。
转载请注明原文地址:https://kaotiyun.com/show/ymT7777K
0
大学英语六级
相关试题推荐
Nowadaysfromsupermarketstochainstores,greenfoodisfoundeverywhere.Whyisgreenfoodsopopulareventhoughitspricei
A、Ataparty.B、Atschool.C、Atafriend’shouse.D、Intheclassroom.B细节题。男士问女士他们是否曾见过面,女士说是的,他们上周在校园见过。可见他们第一次见面是在学校。
A、Theangerofarelative,friendorenemy.B、Thestonehiddeninsidethepatient’sthroat,arm,leg,stomach,etc.C、Theattack
Writeashortessaybasedonthepicturebelow.YoushouldstartyouressaywithabriefaccountofCampusActivitiesandthene
A、Theevidencefoundatthecrimescene.B、Thetestimonyofhistwofriends.C、Thejury’sprejudiceagainsthisrace.D、Thetwo
StatesExperimentwithOut-of-ClassroomLearning[A]AttheendofAugust,mostofOhio’steenagerswillshakeofftheirsummerti
StatesExperimentwithOut-of-ClassroomLearning[A]AttheendofAugust,mostofOhio’steenagerswillshakeofftheirsummerti
A、Itisgoodtosendaquickmessagetoafriend.B、Itisveryeffectivetotypenotesoncomputers.C、Itisbetterforlong-ter
随机试题
A.成熟红细胞B.淋巴细胞C.血小板D.胸腺上皮细胞E.树突状细胞不表达HLAⅠ类和Ⅱ类分子的细胞是
对非上市普通股票进行评估,其基本类型有( )。
下列各类基金在基金募集注册时,不适用简易程序的有()。
大数据=海量数据+复杂类型的数据。()
言语在不同的阶段上,其作用是不同的,在原型定向与原型操作阶段,其作用是()。
下列属于贯彻德育导向性原则要求的选项是()。(2016.广西)
软件危机是软件产业化过程中出现的一种现象,下述现象中:Ⅰ.软件需求增长难以满足Ⅱ.软件开发成本提高Ⅲ.软件开发进度难以控制Ⅳ.软件质量不易保证是其主要表现。
下列数据结构中属于非线性结构的是()。
Mancannotgoonincreasinghisnumberatthepresentrate.Inthe(56)30yearsmanwillfaceaperiodofcrisis.(57)expert
New-AgeTransportItlooksasifitcamestraightfromthesetofStarWars.Ithasfour-wheeldriveandrisesaboverockys
最新回复
(
0
)