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
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] 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://www.tihaiku.com/zcyy/3529908.html
相关试题推荐
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
PeoplewhospendalotoftimesurfingtheInternetaremorelikelytoshow
Dependingonwhichplayeryouask,the"Fevernova"ballthatsportsequipmen
Dependingonwhichplayeryouask,the"Fevernova"ballthatsportsequipmen
Dependingonwhichplayeryouask,the"Fevernova"ballthatsportsequipmen
Dependingonwhichplayeryouask,the"Fevernova"ballthatsportsequipmen
Movingfarmorequicklythanmanyhadthoughtlikelyorpossible,lawmakers
Movingfarmorequicklythanmanyhadthoughtlikelyorpossible,lawmakers
随机试题
Ithinkyouhavepermittedyoursontoomuch______inthismatter.A、attitudeB、
WhathashappenedinGaza?[originaltext]Gazaisfacingitsworsthumanitari
A.电路有储能元件L,要产生过渡过程 B.电路有储能元件且发生换路,要产生过渡
对急性坏死性胰腺炎,下列哪种药物最有价值A.生长抑素 B.H受体拮抗剂 C.
脓尿患者,一般抗感染治疗无效,普通培养无细菌生长,首先考虑A.肾盂肾炎 B.膀
A.手足搐搦 B.肋骨串珠 C.郝氏沟 D.蛙腹 E.肋膈沟骨骺端骨样组
直接抗球蛋白试验检测的抗体是A.ABO血型抗原B.游离抗-Rh抗体C.结合抗-R
左边是给定的四面体外表面的展开图,右面哪一项能由它折叠而成? A.如上图所示
在限价商品房供应的土地应在限套型、限房价的基础上,采取()的方法,以招标
(2014年真题)A公司根据市场信息,准备在B地投资建厂,委托工程咨询公司为其提
最新回复
(
0
)