正确答案: B

approach of using technology

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:含义题。根据题干关键词“tech-savvy approach”定位到最后一段。短语意为“________的途径(方法、策略)”。四个选项分别解释为“理解技术的途径”“利用技术的途径”“发展技术的途径”…“依赖技术的途径”。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”,故本题选B。tech-savvy本意为“懂技术的,技术上内行的”,但此处作approach的定语,因此需要根据语境确定词汇意思,不能选择A项。

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学习资料的答案和解析:

  • [单选题]"一题多解"和"一事多写"旨在培养学生的( )。
  • 发散思维

  • 解析:根据思维的指向性划分,可以划分为聚合思维和发散思维。聚合思维又称求同思维、集中思维,是指人们解决问题时,思路集中到一个方向,从而形成唯一的、确定的答案。发散思维又称求异思维、辐射思维,是指人们解决问题时,思路向各种可能的方向扩散,从而求得多种答案。题干中,"一题多解"和"一事多写"强调多种可能性寻求答案,提现了发散思维的特点,故选择D。AB选项,根据发展水平不同,可将思维划分为:直观动作思维、具体形象思维、抽象逻辑思维。直观动作思维是指在思维过程中要以具体、实际动作作为支柱而进行的思维。它往往是人们在边做边想时发生的,具有直观实践性的特点。离开了感知活动或动作,思维就不能进行。具体形象思维是指在思维过程中借助于表象而进行的思维。表象是思维的材料,思维过程往往表现为对表象的概括、加工和操作。具体形象思维具有形象性、整体性、可操作性等特点。抽象逻辑思维是指在思维过程中以概念、判断、推理的形式来反映事物本质属性和内在规律的思维。概念是这类思维的支柱。

  • [单选题]职业倦怠是一种( )状态。
  • 身心耗竭

  • 解析:职业倦怠是指个体在长期的职业压力下缺乏应对资源和应对能力而产生的身心耗竭状态。

  • [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( )。
  • 非正式群体

  • 解析:题干是非正式群体的概念。

  • [单选题]元认知策略一般不包括( )。
  • 复述策略

  • 解析:元认知策略包括计划策略、监控策略及调节策略。认知策略包括复述策略、精细加工策略、组织策略,D项复述策略属于认知策略。

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