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
21
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 do firms make money in China?
选项
A、Charging players for games played online.
B、Gaining money from advertisements.
C、Selling in-game perks and "virtual goods".
D、Selling video games.
答案
C
解析
细节题。本题考查的是中国的游戏公司如何赚钱。可以定位到文中的Firms instead make money by selling in-game perks and“virtual goods”to dedicatedplayers,由此可见中国的公司主要通过卖游戏中的装备和虚拟物品来赚钱。C项的内容与此相符。A、B、D项的内容在文中都没有直接提及。因此,正确答案是C。
转载请注明原文地址:https://tihaiku.com/zcyy/2909739.html
相关试题推荐
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]Moods,saytheexperts,arefeelingsthatarelikelytobefi
[originaltext]Moods,saytheexperts,arefeelingsthatarelikelytobefi
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
[originaltext]Readersusingelectronicbooksarelesslikelytoabsorbwhat
[originaltext]Readersusingelectronicbooksarelesslikelytoabsorbwhat
随机试题
[originaltext]W:IheardJanewasbadlyhurtinanaccident?M:Yes.Ifonlys
PASSAGEONEParadoxical.从第2段末句可知,一方面,摄影师们承认现代主义的成功所带来的艺术概念;但另一方面,他们又认为艺术性会破坏艺术的传统
色温以绝对温度(K)来表示,色温值越高,表示暖感越强;色温值越低,冷感越强、越柔
某施工企业在与其聘用的员工签订的劳动合同中约定,工伤事故导致人员死亡时最大赔偿额
半个多世纪以来,沃伦?巴菲特一直都恰到好处地把握了时机。对于这位传奇投资家,他的
净稳定资金比例指标包含的内容有( )。A.可用稳定资金 B.存贷比 C.所
衡量短期资产负债效率的核心指标是()A.净现金流量 B.净资产利息 C.净
美林时钟的投资策略主要是根据周期性、久期、汇率敏感性和标的资产四个方面做出判断。
区别泌尿系感染是新感染或是复发A.尿沉渣涂片找细菌 B.尿培养及菌落计数 C
对进入施工现场的钢筋取样后进行力学性能检测,属于施工质量控制方法中的( )。A.
最新回复
(
0
)