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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______.
硬糖果制作用为宜;软糖果制作用为宜。()
急性胰腺炎时,血清淀粉酶变化的特点,下列哪项不正确?( )
一位旅游者对导游员说,他特别喜欢宾馆房间里的一幅瓷板画,请帮忙买一幅。而这种壁挂装饰在市场上以买到,导游员下列做法错误的是?()
患者,女性,23岁,体检时发现卵巢囊性畸胎瘤,下列哪一项是错误的()。
在对客户进行市场营销时,商业银行采用的“4C”营销策略包括( )。[2013年真题]
简述变质岩区主要构造特征。
职业伦理教育目标从时间上可以分为()。
简述自动冲洗机应用的特点。
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国际投资环境的“晴雨表”和“风向针”是()
根据投资环境等级评分法,总分越高表示其投资环境越差,越低则其投资环境越好。
根据投资环境等级评分法,得分越高表示其投资环境越好,越低表示其投资环境越差。
国别冷热比较法中,投资环境差的国家为热国,投资环境好的国家为冷国。
“闵氏多因素评分法”是对某国投资环境作一般性的评估所采用的方法,它较少从具体投资项目的投资动机出发,考察投资环境。
投资环境动态分析法是()是从()的角度去评价投资目标国的投资环境,分析中以()年为期。
投资环境等级评分法是根据国际投资环境的()项关键项目所起作用和影响程度的不同而确定其不同的等级。
闵氏多因素评估法是对某国投资环境作一般性的评估所采用的方法,它较少从具体投资项目的投资动机出发来考察投资环境。
投资环境具有()特点。
投资环境是指影响项目投资行为的()的总体。