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请阅读 Passage 2,完成 1~5小题。   Passage 2   Old stereo

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  • [单选题]请阅读 Passage 2,完成 1~5小题。   Passage 2   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 bome 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.

  • The phrase "tech-savvy approach" in the last paragraph probably means________.

  • A. approach of understanding technology
    B. approach of using technology
    C. approach of developing technology
    D. approach of relying on technology

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  • [单选题]"一题多解"和"一事多写"旨在培养学生的( )。
  • A. 形象思维
    B. 抽象思维
    C. 聚合思维
    D. 发散思维

  • [单选题]职业倦怠是一种( )状态。
  • A. 挫折
    B. 焦虑
    C. 绝望
    D. 身心耗竭

  • [单选题]以个人好恶、兴趣爱好为联系纽带、具有强烈情感色彩的群体是( )。
  • A. 联合群体
    B. 松散群体
    C. 正式群体
    D. 非正式群体

  • [单选题]元认知策略一般不包括( )。
  • A. 计划策略
    B. 监控策略
    C. 调节策略
    D. 复述策略

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