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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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

问答题Stereotypes是UML中最重要的扩充机制,在定义Stereotypes时必须满足哪些规则?

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.