【单选题】

Passage2

     Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  "Angry Birds" on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.

     Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.

    Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.

    Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.

     But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  "casual" games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.

     The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to develop"freemium" models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.

Asgaming comes to be seen as just another medium, its tech-savvy approachcould provide awelcome 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】

葡萄胎清宫术后4个月,血HCG持续阳性,咯血。首先应考虑的诊断是(     )

A.
早孕
B.
流产
C.
葡萄胎
D.
侵蚀性葡萄胎
E.
绒毛膜癌
【A型选择题】

湿热下注所致的痹病,治疗宜选用的中成药是(      )

A.

 壮腰健肾丸

B.

 尪痹颗粒

C.

 四妙丸

D.

 保和丸

E.

 木瓜丸

【单选题】

冬期施工配制的混凝土,采用蒸汽养护时,宜选用(  )。

A.
硅酸盐水泥
B.
火山灰硅酸盐水泥
C.
普通硅酸盐水泥
D.
矿渣硅酸盐水泥
【单选题】

世界旅游联盟以“旅游让世界和生活更美好”为宗旨。()

A.
B.
【单选题】

万某起诉吴某人身损害赔偿一案,经过两级法院审理,均判决支持万某的诉讼请求,吴某不服,申请再审,法院启动再审程序。再审中万某未出席开庭审理,也未向法院说明理由。对此,法院的下列哪一做法是正确的?(        )

A.

裁定撤诉,视为撤回起诉

B.

裁定撤诉,视为撤回再审申请

C.

裁定诉讼中止

D.

缺席判决

【单选题】

患者,女,29岁。刺激性干咳。治疗时应依据咳嗽的频率和程度,宜首选的药物是()

A.
羧甲司坦
B.
可待因
C.
苯丙哌林
D.
右美沙芬
E.
喷托维林
【单选题】

《商业银行合规风险管理指引》规定,合规文化的实现,不正确的做法是(   )。

A.
树立“合规从底层做起”的理念
B.
树立“主动合规”理念
C.
树立“合规人人有责”的理念
D.
树立“合规创造价值”的理念
【B1型选择题】

白芥子灸属(    )。

A.

 艾卷灸

B.

 艾炷灸

C.

 温和灸

D.

 温针灸

E.

 天灸

【单选题】

下列有关Partnering模式的说法中,正确的是(  )。

A.
Partnering 模式单独使用的承发包模式
B.
Partnering 协议是建设单位与承包单位之间签订的协议
C.
Partnering 协议不是法律意义上的合同
D.
Partnering 模式需要工程建设各方基层人员的认同
【单选题】

建筑业意外伤害险的保险期限是自工程项目开工之日到(   )。

A.
工程计划竣工之日
B.
工程实际竣工验收合格之日
C.
工程款结清之日
D.
工程保修结束之日