首页
登录
职称英语
Old stereotypes die hard. Picture a video-game player and you will likely im
Old stereotypes die hard. Picture a video-game player and you will likely im
游客
2023-08-09
30
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. 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. Even teenagers with imaginary rayguns are more likely to be playing "Halo" with their friends than playing alone
Over the past ten years the video-game industry has grown from a small niche 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: it never faced the struggle to convert from analogue. 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. As gaming establishes itself as a pastime for adults, the social stigma and the worries about moral corruption that have historically greeted all new media, from novels to pop music, have dissipated. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.
The industry has excelled in two particular areas: pricing and piracy. 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. In China, where piracy is rampant, many games can be played online for nothing. Firms instead make money by selling in-game perks and "virtual goods" to dedicated players. China is now the second-biggest gaming market, but does not even rank in the top 20 markets for the music business.
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. Time Warner and Disney have bought games firms; big-budget games, meanwhile, now have Hollywood-style launches. [br] How does technology promote the development of video games?
选项
A、It allowed game designers to offer awesome experiences.
B、It helps to produce more complex games.
C、It makes characters in games more powerful.
D、Making scenes in the games look like the real life.
答案
A
解析
细节题。根据题于中的video games可以定位到第四段,从文中Meanwhile rapid improvements in computing power have allowed game designers tooffer experiences that are now often more cinematic than the cinema.从中可以看出科技使游戏设计者可以制造出超越电影院的体验。A项中的awesome experiences是对原文中的同义转述,符合原文。B、C在原文没有直接提及。D是画面逼真,这是完美体验的一部分。因此,正确答案是A。
转载请注明原文地址:https://tihaiku.com/zcyy/2909737.html
相关试题推荐
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]Moods,saytheexperts,arefeelingsthatarelikelytobefi
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
[originaltext]Readersusingelectronicbooksarelesslikelytoabsorbwhat
随机试题
TheUnitedStates’predominanceinscienceandtechnologyisfading,arepor
[img]2012q2/ct_etoefm_etoeflistz_0843_20124[/img][br]Whatcanbeinferredabou
[originaltext]ApublicopinionstudysaysthatmostAmericanswouldaccept
ZST型闭式喷头的工作压力是()。A.1.0MPA B.1.1MPA C.
生产经营单位将生产经营项目、场所、设备发包或者出租给不具备安全生产条件或者相应资
属于全身麻醉的是()。A.表面麻醉 B.局部浸润麻醉 C.静脉麻醉 D.
小学生武某上课时,起立回答问题,后排的同学陈某用脚将武某的椅子移开,结果武某重重
小学班主任的常规工作主要包括哪些方面?
监控中心对期货公司提交的客户交易编码申请表及其他相关资料进行复核时应满足的标准有
(2021年第2批真题)下列情形中,可以引起诉讼时效中断的有()。A.权利人
最新回复
(
0
)