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
2024-03-13
37
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 two examples in Paragraph 1 are used to illustrate that_____.
选项
A、video-game players tend to be older
B、females in America tend to enjoy playing video games
C、it is hard to change old stereotypes
D、the video-game industry has grown rapidly
答案
D
解析
推断题。根据题干关键词定位到第一段。第一段主要谈及人们的老成见,即谈到电子游戏玩家,你可能会想到一个小男孩独自入迷地玩游戏,在十年前这可能是现实;但十年后的今天可能是个中年的上班族在玩游戏。第二段开头紧接着讲“过去十年中,电子游戏行业已经从一个微不足道的小行业发展为一个庞大的主流产业”。可见第一段的两个例子作对比是用来说明十年中电子游戏行业由弱到强的变化。因此,正确答案是D。
转载请注明原文地址:https://www.tihaiku.com/zcyy/3529904.html
相关试题推荐
[originaltext]Morning,class.TodayI’vebroughtinapictureofthehumanbrai
[originaltext]W:Youknow,I’veoftenwonderedwhypeoplelaughatthepicture
[originaltext]Moods,saytheexperts,arefeelingsthatarelikelytobefi
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
HowPovertyChangestheBrainA)Yousawthepicturesinscien
随机试题
Writeanessayofatleast250wordsbasedonthefollowingtopic.Yourwrit
EveryApril,alongwithmanyotherspeciesofbirds,theswallowarrivesto
Indiansaregenerallyreligiousandfamilyoriented,andtheirlivesaredee
一、二级耐火等级仓库的屋面板应采用不燃材料,但其屋面防水层和保温层不能采用(
女,45岁,术后行PCA镇痛,深呼吸时疼痛,安静时无疼痛,按Prince-Hen
病毒性心肌炎的治疗原则是()A.补益脾肾 B.回阳救逆 C.滋阴养血
阅读某教师教学反思片段,按照要求答题。 教学泰戈尔《金色花》时,有学生突然提
根据下列统计图回答问题。 1961年我国农业国民收入与工业国民收入的差
患者,男性,42岁。胃十二指肠溃疡急性穿孔后大量呕血,入院后给予静脉输注库存血1
根据《建设工程安全生产管理条例》,施工单位主要负责人依法对本单位的安全生产工作全
最新回复
(
0
)