【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】

业务连续性即保证银行业信息系统稳定、持续地对社会公众提供金融服务,就是保证信息系统“不能断”。(   )

A.
B.
【单选题】

稳定型心绞痛发作时首选以下哪种药物( )

A.
维拉帕米
B.
硝酸甘油
C.
依那普利
D.
氟伐他汀
E.
硝苯地平
【单选题】

关于止水带安装的要求正确的是()。

A.
塑料或橡胶止水带可采用叠接
B.
T 字接头、十字接头、Y 字接头,应在现场进行热接
C.
金属止水带接头搭接长度不得小于 20mm
D.
金属止水带在伸缩缝中的部位不得涂防锈和防腐涂料
【B型选择题】

猫爪草除能化痰、解毒外,又能( )

A.

消肿、化腐

B.

杀虫、疗癣

C.

破气、消积

D.

敛疮、生肌

E.

散结、消肿

【单选题】

既要获得一定的当期收入,又要追求组合资产的长期增值的基金是(   )。

A.
成长型基金
B.
平衡型基金
C.
收入型基金
D.
混合型基金
【单选题】

甘露醇不用于

A.
组织脱水药
B.
活动性脑出血患者
C.
降低眼内压
D.
巴比妥类药物、锂、水杨酸盐和溴化物等过量解毒
E.
辅助性利尿措施治疗肾病综合征
【单选题】
稳定可重复的颌位是
A.
正中关系
B.
正中
C.
息止
D.
非正中关系
E.
以上都不对
【单选题】

二手资料收集的正确步骤是(  )。

A.
辨别所需信息—寻找信息源—收集信息—整理信息—筛选信息
B.
寻找信息源—辨别所需信息—收集信息—筛选信息—整理信息
C.
辨别所需信息—寻找信息源—收集信息—筛选信息—整理信息
D.
寻找信息源—收集信息—筛选信息—辨别所需信息—整理信息
【A2型选择题】

患者睡眠醒来时发现一侧面部肌肉板滞、麻木、瘫痪、额纹消失。针刺起远治作用的主穴是(    )

A.

合谷、太冲

B.

风池、风府

C.

鱼腰、丝竹空

D.

翳风、承浆

E.

头维、颊车

【单选题】

下列有关错报的说法中,正确的是(  )。

A.
如果注册会计师认为某一单项错报是重大的,则该项错报不应被其他错报抵销
B.
应收账款项目未更正错报的金额低于财务报表整体的重要性,注册会计师据此未将该错报评价为重大错报
C.
因成本结算系统参数设置有误,导致成本计算错误,因错报金额小于明显微小错报的临界值,故无须累积
D.
在评价未更正错报时,注册会计师需要考虑每一项与金额相关的错报,以评价其对有关的交易类别、账户余额或披露的影响