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
39
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
Betterthinktwicebeforechoosingapasswordforemails,onlinebankaccoun
Televisionhaschangedthelifestyleofpeopleineveryindustrializedcountr
1invitedTomandAnntodinner,but______ofthemcame.A、bothB、noneC、eitherD、
HelenKeller,aworld-famousauthorandpublicspeakersufferedfromastran
重力坝主要依靠坝身自重与地基间产生足够大的()来保持稳定。A.正压力 B.
成型马歇尔试件的温度为120~150℃,沥青针入度较小稠度大的时候应取()
中国古典园林理水之法一般有掩、隔、合三种。
初二三班小伟每天早上7:15从家出发匀速步行去上学,正好可以按时到达学校,周五早
在智育方面,苏霍姆林斯基提出把( )放在首位A.创造精神 B.劳动经验 C
下列说法中,符合有面额股票的特点的是()。A:为股票发行价格的确定提供依据B:
最新回复
(
0
)