【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】

元朝“上承天子,下总百司”的最高行政机关是()。

A.
中书省
B.
尚书省
C.
门下省
D.
行中书省
【单选题】

男性司机,驾车行驶中两车相撞受伤后,右髋关节疼痛活动受限,右下肢呈屈曲、内收、内旋畸形。
首选的治疗方法是

A.
消肿止痛
B.
休息制动
C.
尽早手法复位
D.
尽早手术治疗
E.
患肢持续皮牵引
【单选题】

气血两虚的舌象是

A.
胖大舌
B.
瘦薄舌
C.
点刺舌
D.
老舌
E.
强硬舌
【单选题】

肝脏内CO2分压由高到低的顺序是( )。

A.
静脉血液>细胞内液>动脉血液>组织液
B.
静脉血液>细胞内液>组织液>动脉血液
C.
细胞内液>组织液>静脉血液>动脉血液
D.
细胞内液>静脉血液>组织液>动脉血液
【单选题】

属地原则是指(    )。

A.

确立法律对人的效力的原则

B.

确立法对地域效力的原则

C.

确立法的溯及力的原则

D.

确立法的时间效力的原则

【单选题】

副交感神经节细胞膜上的受体是

A.
α受体
B.
β受体
C.
β受体
D.
M受体
E.
N受体
【单选题】

某男,34岁。因工作压力大,平素喜欢吸烟、饮酒经常熬夜。刻下腹痛泻下急迫,粪色黄褐而臭肛门灼热烦热口渴,小便短黄;舌红苔黄腻脉濡数。宜选用的中成药是(   )。

A.
连蒲双清片
B.
四神丸
C.
加味保和丸
D.
人参健脾丸
E.
槟榔四消丸
【单选题】

按照金融工具交割时间划分,金融市场可以划分为(  )

A.
场内市场、场外市场
B.
国内生产总值、资本市场
C.
发行市场、流通市场
D.
现货市场、期货市场
【单选题】

公民临床用血时,交付用于血液的费用没有包括

A.
血液采集费用
B.
血液购买费用
C.
血液储存费用
D.
血液分离费用
E.
血液检验费用
【单选题】

【单选题】(    )是指资金需求方通过银行等金融机构融通资金的市场。

A.
直接融资市场
B.
间接融资市场
C.
资本市场
D.
货币市场