正确答案: C

to develop big-budget games

题目: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 <u>tech-savvy approach</u> could provide a welcome shot in the arm for existing media groups.

解析:细节题。第五段提到“…reached out to new customers'with new methods”。因此答案信息在此句后面。根据“…branched out into education,corporate training and even warfare…”可知A项正确。根据“…have embraced digital downloads and mobile devices…”可知B项正确。根据“Though big-budget games are still popular,much of the growlh now comes from ecasual' games…”可知D项正确,排除C项。故本题选C。

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学习资料的答案和解析:

  • [单选题]在Excel中要将光标直接定位到A1,可以按( )。
  • CtrI十Home

  • 解析:在Excel中要将光标直接定位到A1,可以CtrI+Home。故答案选择A。按Home,可将光标定位到光标所在行A列(如果光标在B12,则定位到A12)。按Shift+Home,可选中光标所在单元格至本行A列单元格(如光标在D13,则选中A12-D13单元格)按PgUp,向上翻一页。

  • [单选题]张老师平日工作认真负责,但当月并没有拿到足额工资。学校给出的解释令张老师无法接受,张老师可以向( )进行申诉。
  • 当地教育行政部门

  • 解析:《中华人民共和国教师法》第三十九条规定:教师对学校或者其他教育机构侵犯其合法权益的,或者对学校或者其他教育机构作出的处理不服的,可以向教育行政部门提出申诉,教育行政部门应当在接到申诉的三十日内,作出处理。故选择B。

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