【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.


One special factor of the success of video games is that_____.

A.
demography
B.
flexible pricing
C.
digital technology
D.
cinematic design
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【单选题】

根据社会保险法律制度的规定,下列情形不能认定为工伤的是(     )。

A.
甲在工作时间和工作岗位上,突发脑淤血死亡
B.
乙在抢险救灾中受伤
C.
丙原在军队服役,因战负伤致残,已取得革命伤残军人证,到甲公司后旧伤复发
D.
丁在工作期间因醉酒发生事故受伤
【单选题】

“壮水之主,以制阳光”的适应证是

A.
实热证
B.
实寒证
C.
虚寒证
D.
虚热证
E.
寒热错杂证
【A1型选择题】

可能发生髋关节畸形的疾病是(    )

A.

流火

B.

有头疽

C.

环跳疽

D.

历节风

E.

髂窝流注

【单选题】
下列哪项是法莫替丁的临床应用
A.
十二指肠溃疡
B.
十二指肠穿孔
C.
急、慢性胃炎
D.
心肌梗死
E.
胃癌
【单选题】

负责记录跨墙情况,向跨墙人员提示跨墙行为规范的部门是(  )。

A.
剔除跨墙申请的业务部门
B.
跨墙人员所属部门
C.
风险管理部门
D.
合规部门
【单选题】

某女性患者,46岁,身高168cm,体重75kg,近1年,多饮,多尿伴乏力就诊,有家族性糖尿病病史,余未见明显异常,空腹血糖6.9mmol/L。为明确诊断,此时患者应( )

A.
择日再做1次空腹血糖检查
B.
检测餐后2小时血糖
C.
做口服糖耐量试验
D.
检测糖化血红蛋白
E.
检测尿常规
【A1/A2型选择题】

鼓励长期卧床的心力衰竭患者在床上活动下肢,其目的主要是(  )

A.

预防压力性损伤

B.

防止肌肉萎缩

C.

及早恢复体力

D.

预防下肢静脉血栓

E.

减少回心血量

【A1型选择题】

中央有一小色素点是(  )

A.

腺样囊肿

B.

黑痣

C.

表皮样囊肿

D.

皮样囊肿

E.

皮脂腺囊肿

【单选题】

患者,女性,45岁。咳嗽2月,呈阵发性,咳时面赤,咽干口苦,常感痰滞咽喉而咯之难出,量少质黏,胸胁胀痛,咳时引痛,舌红,舌苔薄黄,脉弦数。此病证的治法是

A.
清热肃肺,豁痰止咳
B.
燥湿化痰,理气止咳
C.
清肺泻肝,顺气降火
D.
滋阴润肺,化痰止咳
E.
疏风清肺,润燥止咳
【A2型选择题】

男,18岁。高三学生,处于迎考状态,近期反复出现抠挖手指皮肤,甚至抠破出血的行为。该校心理老师得知情况后,立即拟好谈话大纲及流程,与该学生进行交流,评估其心理状态。该老师所使用的心理评估法是(    )

A.

观察法

B.

会谈法

C.

调查法

D.

心理测验法

E.

作品分析法