必典考网

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

  • 下载次数:
  • 支持语言:
  • 414
  • 中文简体
  • 文件类型:
  • 支持平台:
  • pdf文档
  • PC/手机
  • 【名词&注释】

    必典考网发布"请阅读 Passage 2,完成 1~5小题。   Passage 2   Old stereo"考试试题下载及答案,更多教师资格证-高中英语的考试试题下载及答案考试题库请访问必典考网高中教师资格频道。

  • [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.

  • One special factor of the success of video games is that__________.

  • A. demography
    B. fiexible pricing
    C. digital technology
    D. cinematic design

  • 查看答案&解析 查看所有试题
  • 学习资料:
  • [单选题]"利用白色可以做什么?"属于( )发散思维。
  • A. 用途扩散
    B. 结构扩散
    C. 方法扩散
    D. 形态扩散

  • [单选题]幼儿行为辅导技术主要是采取( )的方法。
  • A. 同步教育
    B. 言行一致
    C. 心理疏导
    D. 行为矫正

  • [单选题]孩子哭闹着要买玩具,母亲对其不予理睬,这是惩罚。( )A.正确B.错误
  • A. B

  • [单选题]学生学习的基本特点是( )。
  • A. 接受性
    B. 连续性
    C. 直观性
    D. 间接性

  • [单选题]讲授法的基本方式有( )。
  • A. 讲读、讲述、讲解、报告
    B. 讲读、讲述、讲解、讲演
    C. 讲读、讲述、讲演、谈话
    D. 讲读、讲述、讲解、讨论

  • [单选题]新课改特别关注的教学过程本质观是( )。
  • A. 认识观
    B. 发展观
    C. 交往观
    D. 实践观

  • [单选题]知识掌握与能力发展是( )。
  • A. 同步的
    B. 无关的
    C. 不同步的
    D. 以上都不对

  • [单选题]夏某是儿童福利院的院长,在办理收留抚养工作中牟取大量利益,依法应给予( )。
  • A. 刑事处罚
    B. 行政处分
    C. 民事处罚
    D. 批评教育

  • 本文链接:https://www.51bdks.net/show/yg10q.html
  • 推荐阅读

    必典考试
    @2019-2025 必典考网 www.51bdks.net 蜀ICP备2021000628号 川公网安备 51012202001360号