【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.


What can you learn from "freemium" model?

A.
It makes people inclined to pay for content on the web.
B.
It relies on non paying customers to make a profit.
C.
It makes money only from a few fanatical customers.
D.
It earns little for the game-publishers.
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【单选题】

下列选项中,应缴纳房产税的是 ( )。

A.

 高校学生公寓

B.

 商业办公楼

C.

 农村仓储用房

D.

 室外游泳池

【单选题】

某中学校长邓某私自挪用教育经费用于购买名牌包,依据《中华人民共和国教育法》,对邓某应(    )

A.

责令限期归还经费,并缴纳罚款

B.

责令限期归还经费,给予行政处罚

C.

责令限期归还经费,给予行政处分

D.

责令限期归还经费,依法追究民事责任

【A1/A2型选择题】

护士对前列腺摘除术患者行术后护理时,措施应除外(  )

A.

应用止痛药

B.

记录出入量

C.

做好膀胱冲洗的护理

D.

嘱患者多饮水

E.

术后3天便秘给予灌肠

【单选题】

下列不属于一般法学意义上的法律效益的用法的是?(      )

A.

将法律效益与法的效果相等同

B.

从较为宏观的角度出发,运用经济分析方法探讨法的基本理论问题

C.

从具体的个别的法律和法律问题出发,分析投入与收益的关系

D.

法律效益侧重于法的实际结果

【单选题】

在科学分类中,首次提出将教学作为一门独立的学科划分出来的学者是(  )

A.
卢梭
B.
培根
C.
康德
D.
洛克
【A1型选择题】

男性骑跨伤致尿道损伤的部位是(    )。

A.

前列腺部

B.

膜部

C.

球部

D.

阴茎部

E.

尿道全部

【单选题】

结核菌感染引起的细胞介导免疫反应和迟发性变态反应是()。

A.
不同细菌引起的同一种反应
B.
同一反应的不同表现形式
C.
两者的抗原类型相同
D.
以上都不正确
【单选题】

银行业监督管理机构通过非现场监管和现场检查等手段发现银行业金融机构有违反审慎经营规则的行为后应该责令其限期改正。(   )

A.
B.
【单选题】

因违法行为或者违纪行为被解除职务的期货交易所、证券交易所、证券登记结算机构的负责人,或者期货公司、证券公司、基金管理公司的董事、监事、高级管理人员,自被解除职务之日起未逾3年,不得担任期货公司董事、监事和高级管理人员。

A.
B.
【单选题】

用人单位与劳动者发生劳动争议的,当事人可以向劳动争议仲裁委员会申请劳动仲裁,也可以直接向人民法院提起劳动诉讼。 ( )

A.
B.