【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】

动作电位产生过程中,膜内电位由负变正称为

A.
极化
B.
去极化
C.
复极化
D.
超极化
E.
反极化
【单选题】

(  )儿童已经能够调整自己的言语以适应不同的听者。

A.
2岁
B.
4岁
C.
6岁
D.
8岁
【单选题】

热原的除去方式,不包括( )

A.
活性炭吸附
B.
湿热灭菌法
C.
超滤膜
D.
用重铬酸钾硫酸洗液浸泡
E.
蒸馏
【单选题】

患者男,25岁。下船时,会阴部骑跨在船沿上,立即出现尿道口滴血,之后不能排尿,发生尿潴留,体检发现,会阴部、阴茎和阴囊明显肿胀。该患者术后3周,拔导尿管后能自行排尿,但不久出现手术切口处肿痛,逐渐出现会阴部伤口漏尿,考虑最可能的原因是

A.
吻合口愈合不佳
B.
术后伤口感染致尿瘘
C.
尿道吻合口远端狭窄
D.
尿路感染
E.
合并尿道直肠瘘
【单选题】

有温补肾阳作用的灸法是(   )

A.
隔姜灸
B.
隔蒜灸
C.
隔盐灸
D.
隔附子饼灸
E.
瘢痕灸
【单选题】

可疑贷款是指贷款银行已要求借款人及有关责任人履行保证、保险责任,处理抵(质)押物,预计贷款可能发生一定损失,但损失金额尚不能确定的贷款。()

A.
B.
【A1型选择题】

脏腑湿热证的共同特点是(   )。

A.

 黄疸

B.

 腹痛

C.

 腹泻

D.

 舌苔黄腻

E.

 头涨重

【单选题】

患者女,30岁。右下肢肿物5年,瘤体约2cm×2cm大小,边界尚清,表面紫红,质地柔软易出血,无疼痛,伴纳呆便溏,舌质淡,苔白,脉细。治疗首选的方药是

A.
芩连二母丸合凉血地黄汤
B.
丹栀逍遥散合清肝芦荟丸
C.
黄连解毒汤合化坚二陈丸
D.
八珍汤合四妙汤
E.
顺气归脾丸
【B型选择题】

侧柏叶除凉血止血外,又能( )

A.

祛痰止咳

B.

清肝泻火

C.

解毒杀虫

D.

活血散瘀

E.

清热安胎

【单选题】

某商业区有顶棚的步行街,两侧均为高度为12m的3层商业楼,商业楼均需利用步行街进行安全疏散。对该步行街进行防火检查,下列检查结果中,符合现行国家标准要求的是(   )。

A.
步行街两侧建筑的商铺,其面向步行街一侧的实体墙的耐火极限为1.00 h,墙上设置乙级防火门
B.
相邻商铺之间设置耐火极限为2.00 h的防火隔墙,相邻商铺之间面向步行街一侧设置宽度为0.8 m、耐火极限为1.00 h的实体墙
C.
步行街的一端被封闭,封闭外墙上设置了可开启的门窗,门窗的总面积为端部外墙面积的1/3
D.
步行街的顶棚材料采用不燃材料,其承重结构的耐火极限为1.00 h,顶棚设置了常开式的自然排烟口,其有效面积为步行街地面面积的20%