【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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【单选题】

下列不属于我国会员制期货交易所会员的基本权利的是(  )。

A.
按规定转让会员资格
B.
联名提议召开临时会员大会
C.
行使表决权、申诉权
D.
要求交易所定期分配红利
【单选题】

按照TSG D0001《压力管道安全技术监察规程——工业管道》中要求,下列管道类别中不属于压力管道按照安全管理分类的是(   )。

A.
长输管道
B.
公用管道
C.
动力管道
D.
工业管道
【A1型选择题】

具有清热,解毒,养阴功效的药物是(  )。

A.

玄参

B.

赤芍

C.

紫草

D.

生地黄

E.

牡丹皮

【单选题】

知识、技能、体能的测试与评价应以下列哪一选项为主(  )

A.
学生评价与相对评价
B.
教师评价与绝对评价
C.
学生评价与绝对评价
D.
教师评价与相对评价
【A4型选择题】

男,60岁。胃溃疡合并多次大出血,行胃大部切除术。该患者术后可能出现的营养性并发症不包括(    )。

A.

体重减轻

B.

溶血性贫血

C.

腹泻

D.

脂肪泻

E.

骨病

【单选题】

“不陵节而施之谓孙”,说明教育要适应儿童身心发展的

A.
阶段性
B.
顺序性
C.
差异性
D.
不均衡性
【单选题】

工艺过程中产生的静电具有电压高、泄漏慢以及多种放电形式,可能引起爆炸和火灾、也可能给人以电击,还可能妨碍生产。下列关于静电放电形式的说法,不正确的是(  )。

A.
电晕放电的电流很小,能量密度大,如不继续发展则没有引燃危险
B.
刷形放电能引燃一些敏感度高的爆炸性混合物
C.
火花放电是电极上明显的电弧火花外溅,能量较低,引燃危险小
D.
云形放电时悬浮在空气中的带电粒子形成空间电荷云后发生的闪电状放电
【单选题】

施工方案即以(     )为主要对象编制的施工技术与组织方案,用以具体指导其施工过程。

A.
单位工程
B.
任何工程
C.
分部(分项)工程或专项工程
D.
子单位工程
【A1型选择题】

主治壮热面赤、汗出恶热的首选方剂是(   )

A.

竹叶石膏汤

B.

犀角地黄汤

C.

黄连解毒汤

D.

白虎汤

E.

清营汤

【单选题】

商业银行可以采取(  )措施进行操作风险缓释。

A.
放弃衍生产品创新
B.
外包数据备份业务
C.
实行差错率考核
D.
改变市场定位