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
34
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/2931057.html
相关试题推荐
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
Oldstereotypesdiehard.Pictureavideo-gameplayerandyouwilllikelyim
Oldstereotypesdiehard.Pictureavideo-gameplayerandyouwilllikelyim
Oldstereotypesdiehard.Pictureavideo-gameplayerandyouwilllikelyim
Dopeoplegethappierormorefoul-temperedastheyage?Stereotypesofirri
Dopeoplegethappierormorefoul-temperedastheyage?Stereotypesofirri
Dopeoplegethappierormorefoul-temperedastheyage?Stereotypesofirri
随机试题
[audioFiles]2018m3x/audio_ezfj_ezflisteningd_201803_170[/audioFiles]GlassC
[audioFiles]audio_eufm_j01_085(200910)[/audioFiles]A、Thedoctorisnotinuntil
某股份有限公司接受的现金捐赠股本溢价应计入()。A.资本公积金
女性,35岁,下腹痛伴阴道流血10天。妇科检查:外阴略肿,阴道分泌物豆腐渣样,宫
中国居民平衡膳食宝塔2007建议每人每天饮水量为1500ml。( )
C#B向下构成一个自然全音是#A。因此正确答案为C。
《中华人民共和国计量法》规定,国家法定计量单位是A.通用计量单位 B.市制计量
A.阿司咪唑 B.组胺 C.异丙嗪 D.苯海拉明 E.赛庚啶对组胺H和H
接地导通测量的作业人员应身体健康、精神状体良好
A.xsinx B. C.xln(1-x) D.xln(1+x)
最新回复
(
0
)