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
2024-04-06
49
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/3543159.html
相关试题推荐
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Employersarefarlesslikelytoemploypeoplewithmentalillnessesthanth
Fertilizerusehasexploded,overloadingplantsworldwide,likelyalteringe
[originaltext][22]Well,forthoseofyouwhohaveseenthepictureinthel
[originaltext][22]Well,forthoseofyouwhohaveseenthepictureinthel
[originaltext][22]Well,forthoseofyouwhohaveseenthepictureinthel
随机试题
He______themeeting,butuponlearningthattheywoulddiscusssomethingirrelev
[originaltext]M:Hello,NationalExpressCourierCompany,CustomerServiceDepa
在西方,首开研究生教育先河的是()A.巴黎大学 B.哈勒大学 C.波恩大学
()是指屋顶采用钢结构,其他主要承重构件采用钢筋混凝土结构的建筑。A.钢与钢筋
关于学年制的缺点叙述,正确的有()。A.要求单一、缺乏弹性 B.不利于因材施
已知行列式,则A11+A21+A31+A41等于:A.a-b B.0 C.a
A.枕神经痛 B.低颅压性头痛 C.丛集性头痛 D.偏头痛 E.紧张性头
患者男,34岁。有不洁性交史,以尿痛、尿道口有脓性分泌物就诊,1周前尿道口有瘙痒
各种运输方式内外部的各个方面的构成和联系,就是( )。 A.运输系统
简述现代企业人力资源管理各个历史发展阶段的特点。
最新回复
(
0
)