单选题Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.All of the following methods are employed to attract new customers EXCEPT________.Ato expand business into other fieldsBto embrace mobile devicesCto develop big-budget gamesDto develop"casual"games
单选题
Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome 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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关于exit与die语句结构的说法正确的是()。 A.exit语句结构执行会停止执行下面的脚本,而die无法做到B.die语句结构执行会停止执行下面的脚本,而exit无法做到C.die语句结构等价于exit语句结构D.die语句结构与exit语句结构没有直接的关系
Which of the following is true according to the passage?A. There are about 2,500 stars in the sky.B. Humans want to do nothing to reduce light pollution.C. Sea turtles always get lost and die from tiredness.D. Something has been done to reduce light pollution.
We can conclude from this passage that ______.A. many turtles die while swimming to shoreB. female turtles protect their babiesC. once turtles leave land, they never return to the seaD. the job of laying eggs takes tremendous strength
The main idea of this passage is ______.A. many animals die during hibernationB. hibernation protects animals during the wintertimeC. scientists feel puzzled about hibernationD. some bats hibernate and others do not
Several universities are studying the effects of stereotypes for people during tests of ability.() 此题为判断题(对,错)。
关于exit()与die()的说法正确的是() A.当exit()函数执行会停止执行下面的脚本,而die()无法做到B.当die()函数执行会停止执行下面的脚本,而exit()无法做到C.die()函数等价于exit()函数D.die()函数于exit()函数没有直接关系
Elephants would( )if men were allowed to shoot as many as they wished.A. die downB.die outC.die awayD.die off
There are many stereotypes about the character of people in various parts of the United States.In the Northeast and Midwest,people are said to be closed and private.In the South and West,however,they are often thought of as being more open and hospitable.Ask someone from St.Louis where the nearest sandwich shop is,and he or she will politely give you directions.A New Yorker might eye you at first and after deciding it is safe to talk to you,might give you a rather unexpected explanation.A person from Georgia might be very kind about directing you and even suggest some different places to eat.A Texan just might take you to the place and treat you to lunch.American stereotypes are abundant.New Englanders are often thought of as being friendly and helpful.Southerners are known for their hospitality and warmth.People from the western part of the United States are often considered very outgoing.These differences in character can be traced to different factors such as climate,living conditions,and historical development.When travelling from place to place,Americans themselves are often surprised at the differing degrees of friendliness in the United States.The main idea of the passage is__.A.even Americans are surprised at the big differences among themselvesB.there are many differences in character in different parts of the USAC.there are many reason for the differencesD.stereotypes about people are not necessarily true
Stereotypes______women’s roles to duties within the domestic sphere,such as food preparation and child care。A.confineB.limitC.restrainD.conform
He always adopts () in face of difficulties.A、a never saying die attitudeB、an attitude to say never dieC、an attitude of saying never dieD、an attitude of never saying die
单选题Die beste Überschrift für den Text ist: „______“.AGründe für die Zugverspätungen in DeutschlandBDie Stiftung WarentestCPünktlichkeit der deutschen BahnDReaktion der Deutschen Bahn AG auf die Untersuchung der Stiftung Warentest
单选题According to the passage, what would happen to healthy cells within 48 hours of exposure to radio waves?AThe number of healthy cells will keep declining as more and more of them die.BThe number of healthy cells will initially drop before recovering rapidly.CThe number of healthy cells will be on steady increase throughout the process.DThe scientists have not yet arrived at any conclusion on this issue.
问答题Die Ungleichheit beim Einkommen ist in Deutschland gewachsen. Zu diesem Ergebnis kommt die neue Studie der Organisation für Wirtschaftliche Entwicklung und Zusammenarbeit (OECD). Die Gutverdienenden bekommen im Durchschnitt etwa achtmal so viel Geld wie die Geringverdiener. Die Armen werden ärmer, die Reichen werden reicher. Ein Grund dafür ist, dass immer mehr Leute nur noch im Niedriglohnsektor Jobs finden. Selbst dort können sie weniger Arbeitsstunden leisten und daher weniger als früher verdienen.
问答题Ohne die Kurzarbeit hätte es 2009 noch mehr Arbeitslose gegeben, sagt die Nürnberger Bundesagentur für Arbeit (BA). Viele Firmen, denen es wirtschaftlich schlecht geht, haben ihren Angestellten Kurzarbeit angeboten. Die Angestellten arbeiten weniger Stunden. Sie werden aber nicht gekündigt (解雇). Das Unternehmen spart so Geld. Wenn es der Firma wieder besser geht, endet die Kurzarbeit und die Angestellten arbeiten wieder mehr.
问答题WindenergieAnders als Öl, Kohle und Gas ist die Windenergie eine ganz andere, saubere Energie, die die Umwelt weniger belastet. Allerdings ist die Windenergie nicht problemlos. Erstens sind die geeigneten Flächen für Windkraftanlagen auf dem Festland immer knapper. Für das Gebiet in der Nordsee und Ostsee gilt aber nicht nur das deutsche Recht, sondern auch das internationale Recht. Zweitens sind Windanlagen sehr wetterabhängig. Außerdem haben sie auch negative Auswirkungen auf die Vogelwelt und die geschützten Arten.
问答题Kinder brauchen die Natur. Leider verbringen die Kinder heutzutage zu viel Zeit vor Fernsehern oder Computern. Waren in den 1970er Jahren Kinder täglich noch drei bis vier Stunden an der frischen Luft, so wurde 2010 kaum eine Stunde erreicht. Folgen sind unter anderem mangelnde Fitness, Übergewicht und Konzentrationsstörungen. Darüber hinaus fehlt den Kindern die Neugier, nämlich die Neugier für das Schöne und für die ungeheure Vielfalt der Natur.
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 developfreemium 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_____.Avideo-game players tend to be olderBfemales in America tend to enjoy playing video gamesCit is hard to change old stereotypesDthe video-game industry has grown rapidly
单选题Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.The two examples in Paragraph 1 are used to illustrate that________.Avideo-game players tend to be olderBfemales in America tend to enjoy playing video gamesCit is hard to change old stereotypesDthe video-game industry has grown rapidly
单选题Passage2 Questions 6 to 10 are based on the following passage. Salt is as necessary to life as water. In many areas of Africa people once drank the urine(尿)of animals because they had no other source of salt. Without salt, human beings die. The human body demands that the amount of salt in the blood always stay the same. When the body does not get enough salt, it protects itself by letting less salt leave the body in. urine and sweat. But it cannot reduce this output to zero. Some salt is always escaping. On a completely saltless diet, like that of some people in Africa, the body steadily loses small amounts of salt through the kidneys(肾) and sweat glands(腺). It then tries to adjust to this loss by speeding up its secretion(分泌) of water. (78) In this way, the body attempts to keep the amount of salt in the blood at the necessary level. The result is a slow drying up of body and, finally, death. The person dies of thirst. In cases where there is little or no water to drink, the body tries to do the opposite thing.Again, it must keep the salt level in the blood constant. Because it has little water, it attempts to stop water from leaving the body and to increase its secretion of. salt. But, as with the escaping salt, it cannot be completely successful. Some water still leaves and the person eventually dies of thirst. In short, the body's normal needs for salt and for water are both parts of the same important need to keep the salt level in the blood constant.10 What is the main idea of the passage?ASalt is very important.BIf their blood salt level is not constant, human beings may die.CThe amount of salt in the body is secreted.DPeople can die of thirst.
单选题The purpose of this passage is to tell people that_____.Amost old people die from accidents at homeBup to half of home accidents could be preventedCfalls at home can be avoided by taking some simple measuresDprotection of old people should be the first concern for the public
单选题From the passage, we can draw a conclusion that _____.Afamily has deep influence on a personBcompliments are very important to a personCone should treasure the relationship between othersDwhen facing tough time, one should never say die
单选题What is the main idea of the passage?ASalt is very important.BIf their blood salt level is not constant, human beings may die.CThe amount of salt in the body is secreted.DPeople can die of thirst.
单选题Für wen sind Technische Universitäten besonders geeignet?AStudierende, die in Zukunft Wissenschaftler werden möchten.BStudierende, die kein Interesse an Geistes- und Sozialwissenschaften haben.CStudierende, die Natur- und Technikwissenschaften studieren möchten.DStudierende, die sich für wissenschaftliche Fragen im Bereich der Technik sehr interessieren.
单选题Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.What can you learn from“freemium”model?AIt makes people inclined to pay for content on the web.BIt relies on non-paying customers to make a profit.CIt makes money only from a few fanatical customers.DIt earns little for the game-publishers.
单选题Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.The phrase “tech-savvy approach in the last paragraph probably means_______.Aapproach of understanding technologyBapproach of using technologyCapproach of developing technologyDapproach of relying on technology
单选题Nach der Beobachtung eines Korrekturassistenten an der Hamburger Uni _____.Akopieren die Studenten aus der Fachliteratur Sätze, statt selbst zu schreiben.Bsitzen die Studenten oft in der Uni-Bibliothek.Cbewerten die Studenten Sätze aus der Fachliteratur.Dkönnen die Studenten lange Hausarbeiten schreiben.