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
2024-03-11
48
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/3525999.html
相关试题推荐
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]Moods,saytheexperts,arefeelingsthatarelikelytobefi
[originaltext]Moods,saytheexperts,arefeelingsthatarelikelytobefi
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
[originaltext]Readersusingelectronicbooksarelesslikelytoabsorbwhat
[originaltext]Readersusingelectronicbooksarelesslikelytoabsorbwhat
随机试题
Asimplecomputerprogramthatteacheschildrentodistinguishbetweensound
Atsometimeinyourlifeyoumayhaveastrongdesiretodosomethingstrang
[originaltext]M:Carol,didyoutakethecartothegaragetoday?W:Yes,Idid
用户还能够进行高精度的时间传递和高精度的精密定位,可以利用的系统是( )。A.
在1/2000地形图上量得M、N两点距离为dMN=75mm,高程为HM=137.
关于动作电位特点的叙述,错误的是A.可沿膜向两端传导 B.动作电位幅度不随刺激
要排除主观因素的干扰,确保研究结果准确可靠的措施是()。A.严格规定研究总体的
某电子系统是由部件A、部件B、部件C、部件D、部件E五个元器件组成的串联系统,
关于被派遣劳动者与劳务派遣机构和接受单位的劳动争议的管辖权问题,叙述正确的是(
A.乙酰CoA B.UDPGA C.PAPS D.SAM E.GSH参与
最新回复
(
0
)