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
2019-06-11
27
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.
The phrase "tech-sawy approach" in the last paragraph probably means
选项
A、approach of understanding technology.
B、approach of using technology.
C、approach of developing technology.
D、approach of relying on technology.
答案
B
解析
含义题。根据题干关键词定位到最后一段。短语意为“…的途径(方法、策略)”。四个选 项分别解释为“理解技术的途径”“利用技术的途径”“发展技术的途径”“依赖技术的途径”。本 文主要讲电子游戏行业发展壮大的原因,文中提到了科技进步的因素。最后一段提到“电子游戏行业______技术的运营策略对其他各种现有的媒体应当有很大的启示作用”,那么只能是“利用技术”,选B项。tech—savvy本意为“懂技术的,技术上内行的”,但此处作approach的定语,因此需要根据语境确定词汇意思,不能选择A项。
转载请注明原文地址:https://jikaoti.com/ti/nZH7FFFM
0
考研英语一
相关试题推荐
Theideathatmusicmakesyousmarterhasreceivedconsiderableattentionfromscholarsandthemedia.Currentinterestin【C1】__
Theideathatmusicmakesyousmarterhasreceivedconsiderableattentionfromscholarsandthemedia.Currentinterestin【C1】__
Duringtheday,Leipzig’sairportisquiet.Itisatnightthattheairfieldcomestolife.Nexttotherunwayayellowwarehous
Youhaveboughtacamerafromadepartmentstorelastweekendbutseveralproblemsariseasyouuseit.Writetothecustomerse
Youaregoingtoreadalistofheadingsandatext.Choosethemostsuitableheadingfromthelist[A]to[G]foreachnumberedpar
Inactivity,fuelledbycarsandasedentaryworklife,hasbeendubbedthebiggestpublichealthproblemofthe21stcentury,a
TheAffordableCareAct,betterknownasObamacare,wassupposedtotransformAmericanhealthinsurance.Criticshavelongfeare
Whenasearchengineguesseswhatyouwantbeforeyoufinishtypingit,orhelpfullyignoresyourbadspelling,thatistheresu
Therobotsarecoming.Theseconddecadesofthe21thcenturywillseetheriseofmerchandizedarmythatwillrevolutionizethe
Foryears,sportsfanaticshaveturnedtostatisticstohelpthemgaugetherelativestrengthorweaknessesofdifferentteams,
随机试题
试述路径—目标领导理论。
Importofthefirstthreemonthsthisyearsislargerby7percentthanthatofthe______periodlastyear.
A.真性尿失禁B.压力性尿失禁C.急迫性尿失禁D.充盈性尿失禁E.容量性尿失禁
A.8~12周B.4~6个月C.6~9个月D.9~12个月E.1~1.5年
男,25岁,发作性干咳3个月,伴有夜间胸闷,无发热、咯血。查体:双肺未闻及干、湿啰音。为明确诊断应首选的检查是
海关在采用合理估价方法时不允许使用的估价方法是( )。
A、B企业均为一般纳税人,适用的增值税税率为17%,A企业以固定资产换入B企业存货,A企业固定资产账面原价160000元,已提折旧40000元,已计提减值准备20000元,支付70000元的补价。B企业存货的成本为180000元,市价(假设市价即为可变现净
就一对联会的同源染色体而言,其着丝点数、染色单体数和多核苷酸链数分别是()。
(2015年上海财经大学)P公司正在考虑一个项目,此项目可以使公司在第一年年末税后节省450万,之后每年年末节省的现金以4%的速度永续增长。这一项目由P公司聘请的一家咨询公司提议,咨询公司同时指出此项目的期初投入成本为2700万。咨询公司为评估此项目收取2
微型计算机内存储器是
最新回复
(
0
)