正确答案: B

fiexible pricing

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:推断题。根据题干关键词special factor定位到第六段。开头提到“The industry has excelled in a particular area-pricing”,题干是对原文的同义复现。四个选项都是电子游戏行业成功的原因,但特殊的因素之一就是pricing了,这是音乐、电影和电视等传统媒体尤其需要学习的。根据下文解释也可知道正确答案为B项“灵活的定价”。

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学习资料的答案和解析:

  • [单选题]"利用白色可以做什么?"属于( )发散思维。
  • 用途扩散

  • 解析:用途扩散是让学生以某件物品的用途为扩散点,尽可能多地设想它的用途。

  • [单选题]幼儿行为辅导技术主要是采取( )的方法。
  • 心理疏导

  • 解析:幼儿行为辅导技术主要是采取心理疏导的方法。具体的方法有:自然后果法、移情训练法、生活锻炼法、同伴交往法、榜样影响法及社会评价法。

  • [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
  • 解析:题干描述现象是消退。消退是一种无强化的过程,其作用在于降低某种反应在将来发生的概率,以达到消除某种行为的目的。

  • [单选题]学生学习的基本特点是( )。
  • 间接性

  • 解析:学生学习的基本特点是间接性。故选择D。

  • [单选题]讲授法的基本方式有( )。
  • 讲读、讲述、讲解、讲演

  • 解析:讲授法可分为讲读、讲述、讲解和讲演四种方式。讲读是在讲述、讲解的过程中,把阅读材料的内容有机结合起来的一种讲授方式。通常是一边读一边讲,以讲导读,以读助讲,随读指点、阐述、引申、论证或进行评述。这种讲授方法在语文教学中较为常用。讲述是教师向学生描绘学习的对象、介绍学习材料、叙述事物产生变化的过程。讲解是教师对概念、原理、规律、公式等进行解释说明和论证。讲述、讲解各有侧重,但在教学中常结合使用。讲演则是系统、全面地描述事实,深入分析和论证事实并归纳、概括科学的结论。

  • [单选题]新课改特别关注的教学过程本质观是( )。
  • 交往观

  • 解析:新课程要求教师把教学理解为教与学的交往、互动,师生双方相互交流,相互沟通,相互理解,相互启发,相互补充的过程。

  • [单选题]知识掌握与能力发展是( )。
  • 不同步的

  • 解析:知识是能力形成的基础,知识的掌握并不必然导致能力的发展,知识的掌握只有达到熟练程度,通过广泛迁移,才能促进能力的发展。所以知识掌握与能力发展是不同步的。故选择C。

  • [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( )。
  • 行政处分

  • 解析:《中华人民共和国未成年人保护法》第七十条规定:未成年人救助机构、儿童福利机构及其工作人员不依法履行对未成年人的救助保护职责,或者虐待、歧视未成年人,或者在办理收留抚养工作中牟取利益的,由主管部门责令改正,依法给予行政处分。故选择B。

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