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
2023-08-16
40
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] One special factor of the success of video games is that_____.
选项
A、demography
B、flexible pricing
C、digital technology
D、cinematic design
答案
B
解析
推断题。根据题干关键词special factor定位到第六段。开头提到The industry has excelled in a particular area一pricing,题干是对原文的同义复现。四个选项都是造成电子游戏行业成功的原因,但特殊的因素之一就是pricing了,这是音乐、电影和电视等传统媒体尤其需要学习的。因此,正确答案是B。
转载请注明原文地址:https://tihaiku.com/zcyy/2931055.html
相关试题推荐
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
Oldstereotypesdiehard.Pictureavideo-gameplayerandyouwilllikelyim
Oldstereotypesdiehard.Pictureavideo-gameplayerandyouwilllikelyim
Oldstereotypesdiehard.Pictureavideo-gameplayerandyouwilllikelyim
Dopeoplegethappierormorefoul-temperedastheyage?Stereotypesofirri
Dopeoplegethappierormorefoul-temperedastheyage?Stereotypesofirri
随机试题
Backin1964,inhisbookGamesPeoplePlay,psychiatristEricBernedescribe
Forthispart,youareallowed30minutestowriteanessayentitledHarmof
男,56岁,发热39℃,胸痛难忍,最近有呼吸困难的症状,X线检查有胸腔积液,PP
在某次“口语交际”教学的主题研讨活动中,教师们特别讨论了“口语交际”教学应该注意
染色血涂片中靶形红细胞增多见于A.失血性贫血 B.珠蛋白生成障碍性贫血 C.
男性,73岁,下肢骨折术后一直卧床,术后第7天突然出现左小腿剧痛,肿胀且有深压痛
下列关于景区环境容量的说法,正确的是( )。A.景区最终环境容量应取分量中最大
普通股享有的权利有( )。A.经营决策的参与权 B.公司盈余的分配权 C.
防止检查者偏性必须要做到的是A.加大样本量 B.进行标准一次性试验 C.增加
项目风险识别的结果一般是( )。 A.找出最关键的风险因素 B.建立项目
最新回复
(
0
)