【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.


All of the following methods are employed to attract new customers EXCEPT______.

A.
to expand business into other fields
B.
to embrace mobile devices
C.
to develop big-budget games
D.
to develop "casual" games
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【A1型选择题】

循行于上肢外侧前缘的经脉是(    )

A.

肺经

B.

大肠经

C.

三焦经

D.

小肠经

E.

心经

【单选题】

下列不属于莫泊桑创作的短篇小说的是(  )。

A.
《项链》
B.
《套中人》
C.
《羊脂球》
D.
《我的叔叔于勒》
【单选题】

甲,乙,丙,丁每人隔不同的天数去健身房健身,甲2天去一次,乙3天去一次,丙4天去一次,丁5天去一次,上周星期日四人在健身房同日健身,下一次四人同日去健身房健身是星期几?

A.
星期四
B.
星期五
C.
星期六
D.
星期日
【单选题】

需要在冷处贮存的药品是( )

A.
卡巴克络注射液
B.
氨茶碱制剂
C.
多酶片
D.
硫酸阿托品注射液
E.
降钙素鼻喷雾剂
【单选题】

一患者,初起恶寒发热,咽痛,眼睑浮肿,小便不利,经治后,表虽解,但肿势未退,身重困倦,胸闷,纳呆,泛恶,苔白腻,脉沉缓,最佳选方是

A.
越婢加术汤
B.
猪苓汤
C.
五皮饮合胃苓汤
D.
苓桂术甘汤
E.
防己黄芪汤
【单选题】

ISP是指()。


A.
用户拨号服务
B.
电子邮件服务
C.
信息服务
D.
Internet服务商
【A2型选择题】

男,38岁。反复上腹疼痛5年,频繁呕吐1个月。多于餐后半小时出现上腹痛,2h后逐步缓解,近1个月呕吐宿食,有酸臭味,无胆汁,每次约1500mL,呕吐后上腹痛可暂时缓解。该患者查体最可能的体征为(     )。

A.

振水音阳性

B.

Murphy征阳性

C.

肝浊音界消失

D.

移动性浊音阳性

E.

全腹压痛、反跳痛

【单选题】

使用明尼苏达多相人格调查表(MMPI)测查某人的人格特征,并计算各人格因子得分,这是

A.
心理评估
B.
心理测量
C.
心理测验
D.
心理诊断
E.
以上都不是
【单选题】

微波引起血液系统的障碍主要是

A.
白血病
B.
贫血
C.
血小板减少
D.
白细胞减少
E.
再障
【单选题】

通过拮抗多巴胺D2受体,增加乙酰胆碱释放,同时又能抑制乙酰胆碱酯酶活性,减少乙酰胆碱分解,从而增强胃收缩力,加速胃排空的药物是

A.
多潘立酮
B.
伊托必利
C.
莫沙必利
D.
甲氧氯普胺
E.
雷尼替丁