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
27
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:https://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
A—accountingprincipleB—assetC—borrowerD—capitalgainE—cashflowF—certifica
TheFlyingPhoneBoxAsurpriseforairtravelers
29岁,因停经50天,少量阴道流血3天前来就诊。停经40天时查尿妊娠试验+。就诊
粗集料坚固性试验所需公称粒级19~37.5mm的试样1500g,其中应含有19~
下列工业建筑中,应采用一级耐火等级的有()。A.建筑层数为8层的不锈钢抛光厂房
A.10 B.12 C.14 D.16
耳蜗微音器电位的特征是A.交流性质的电变化 B.对缺O2相对不敏感 C.潜伏
刑法第一百八十条第四款规定的“内幕信息以外的其他未公开的信息”,包括()A
财政经济稳定和发展职能目标不包括()。A.充分就业 B.稳定物价水平 C.国
甲黄金饰品店为增值税一般纳税人,2020年5月销售黄金饰品取得含增值税销售额22
最新回复
(
0
)