国家工作人员甲为他人"办事"并收受一张银行卡,后将此银行卡交给妻子乙,同时交代乙抓紧"处理"。乙用卡中的300万元购买了股票。乙的行为应认定为( )。
对Ⅰ型呼吸衰竭患者若给予高浓度氧疗仍无效。其原因很可能为
当管道位于路基范围内时,施工时应采取适当作业原则,以下说法不正确的是( )。
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.
The phrase "tech-savvy approach" in the last paragraph probably means______.
“强调教学计划应授予学生基本知识,教学大纲应体现出教学的教育性、科学性、系统性和可接受性原则,教科书应是学生知识的主要源泉之一”的著作是