首页
登录
职称英语
Old stereotypes die hard. Picture a video-game player and you will likely ima
Old stereotypes die hard. Picture a video-game player and you will likely ima
游客
2023-08-13
41
管理
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. [br] The phrase "tech-savvy 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)”。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”。因此,正确答案是B。
转载请注明原文地址:http://tihaiku.com/zcyy/2921238.html
相关试题推荐
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Fertilizerusehasexploded,overloadingplantsworldwide,likelyalteringe
Fertilizerusehasexploded,overloadingplantsworldwide,likelyalteringe
Fertilizerusehasexploded,overloadingplantsworldwide,likelyalteringe
[originaltext][22]Well,forthoseofyouwhohaveseenthepictureinthel
[originaltext][22]Well,forthoseofyouwhohaveseenthepictureinthel
[originaltext][22]Well,forthoseofyouwhohaveseenthepictureinthel
随机试题
Languageisnotmerelysomethingthatisspreadoutinspace,asitwas—ase
辅食添加的原则不包括A.由少到多 B.由细到粗 C.由稀到稠 D.由一种到
甲企业拥有一项发明专利M,采用普通许可方式给乙公司使用,许可合同规定,专利M的年
市场信息追踪指标主要包括()等。Ⅰ、产品市场前景和竞争状况、产品销售与市场开拓情
脊髓损伤的社区预防工作中的首要措施是A:建立病伤残者健康档案 B:宣教安全防护
(2013真题)下列民用建筑中,属于主体结构部分的是()。A.地基 B.门窗
混合痔是指A.环形内痔 B.痔与肛瘘同时存在 C.内痔、外痔在不同位置同时存
DD快送是DD集团旗下中国领先的本地即时配送平台。截至2020年年底,DD快送的
国际贸易中,CFR交货方式下买方的基本义务有()。A:负责租船订舱 B:承担货
男,73岁。头痛、精神异常,左侧肢体无力5天,加重偶伴呕吐1天,3个月前有头部外
最新回复
(
0
)