【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 approach could provide awelcome shot in the arm for existing media groups.


The two examples in Paragraph l are used to illustrate that_____.

A.
video-game players tend to be older
B.
females in America tend to enjoy playing video games
C.
it is hard to change old stereotypes
D.
the video-game industry has grown rapidly
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【单选题】

下列关于卵巢特征的叙述,正确的是(   )

A.
成年妇女卵巢重约5~6g
B.
卵巢表面有腹膜覆盖
C.
卵巢白膜是一层平滑肌组织
D.
髓质内含数以万计的原始卵泡
E.
卵巢内侧以骨盆漏斗韧带与子宫相连
【单选题】

关于断肢再植原则,下列哪项是错误的

A.
首先进行彻底的清创
B.
可将骨骼短缩
C.
肌腱常作二期缝合
D.
主要的动、静脉均应做吻合
E.
神经应一期修复
【单选题】

在小学生自我教育能力的发展过程中起关键作用的因素是(   )。

A.
社会的要求
B.
教师的管理
C.
自我意识的发展与成熟
D.
自我认识与自我评价
【单选题】

红细胞绝对性增多可见于(   )

A.
严重呕吐
B.
腹泻
C.
高原生活
D.
休克
E.
大面积烧伤
【A1/A2型选择题】

脓性指头炎手术切开的部位是()

A.

在患指掌面横向切开

B.

在波动最明显处切开

C.

在患指掌面纵向切开

D.

在患指背面横向切开

E.

在患指侧面纵向切开

【单选题】

代表釉质周期性生长的速率的是

A.
釉丛
B.
釉梭
C.
釉板
D.
釉质牙本质界
E.
釉质的生长线
【A型选择题】

某男,36岁。患湿热黄疸,兼心烦、尿赤,宜选用的配伍是(    )

A.

栀子配黄柏

B.

栀子配淡豆豉

C.

青蒿配黄芩

D.

知母配黄柏

E.

黄柏配苍术

【单选题】

中国革命之所以能走农村包围城市、武装夺取政权的道路,是由中国的特殊国情决定的。其中,农村革命根据地的创立、巩固和发展的坚强后盾是(     )

A.

广大农民的支持和参加

B.

党的领导的有力量及其政策的不错误

C.

反动统治阶级的多重压迫和剥削

D.

相当力量正式红军的存在

E.

党的领导的有力量及其政策的不错误——为农村革命根据地建设和发展提供了重要的主观条件。

F.

反动统治阶级的多重压迫和剥削——是广大农民支持和参加农村革命根据地建设和发展的原因,是一种客观条件。

G.

相当力量正式红军的存在——为农村革命根据地的创立、巩固和发展提供了坚强后盾,是本题正确答案。

【单选题】

女性.28岁,结婚3年未孕,月经规律。妇科检查:子宫正常.双侧附件正常。男方精液检查正常。本例应首先进行

A.
阴道脱落细胞学检查
B.
输卵管通畅检查
C.
宫颈黏液结晶
D.
子宫内膜病理检查
E.
子宫输卵管造影
【单选题】

在下列氯丙嗪适应证中,哪个是错误的

A.
人工冬眠
B.
镇吐
C.
麻醉前用药
D.
精神分裂症
E.
抑郁性精神病