移动端

  • 题王微信公众号

    题王微信公众号

    微信搜“题王网”真题密题、最新资讯、考试攻略、轻松拿下考试

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 approachcould provide awelcome shot in the arm for existing media groups.All of the following methods are employed to attract new customers EXCEPT______.

发布日期:2022-07-18

Passage2      Old stereotypes diehard. Picture a v...
A

to expand business into other fields

B

to embrace mobile devices

C

to develop big-budget games

D

to develop 'casual' games

标签: "暂无标签"

题王网让考试变得更简单

扫码关注题王,更多免费功能准备上线!

此试题出现在

中学教师资格证

高中教师专业知识

去刷题
热门试题热门资讯 相关试题

简述虎。 

确诊布加综合征最好的实验室检查是()

原醛症一般没有( )

在计算机运行时,把程序和数据一样存放在内存中,这是1946年由()领导的研究小组正式提出并论证的。

患者,男,40岁。膝足肿胀,屈伸不利,大便溏泄,身倦乏力。应首选的药物是

夏季高温多雨,冬季寒冷干燥,最冷月平均气温在0℃以下的气候类型是(  )。

用于检查眼底且所成的像为倒立的像的检测器械为()。

何为转线时间?

电动机的具体火灾原因不包括()。

北京市乐家房地产开发公司委托某税务师事务所对企业所得税和土地增值税的核算情况进行检查。2014年开发新楼盘,开发项目为宜居家园,企业经营资料如下: (1)2014年年初以出让方式取得市区一土地使用权用于开发,占地面积为4万平方米,地价款及相关费用5800万元。 (2)宜居家园分为两期开发,其中第一期为住宅楼及配套设施,占地面积为3万平方米,开发期为1年,已经在2014年取得预售许可证,截止2014年底已经销售90%并取得竣工证明,销售收入共计96000万元,第二期尚未开发。 (3)税务师审核时,发现与第一期住宅楼相关的如下信息: ①土地征用及拆迁补偿费14350万元;前期工程费3350万元;建筑安装工程费13550万元;基础设施费3500万元;公共配套设施费1200万元;开发间接费用7500万元; ②第一期工程专门从银行借款,利息支出865万元,其中超过贷款期限的利息支出为115万元,可以提供银行贷款证明,该利息支出已计入开发成本中。 ③销售费用1200万元,其中广告费1000万元;管理费用1500万元(含印花税),其中业务招待费890.5万元。 ④2014年预缴的相关税金如下:营业税=4000(万元)城市维护建设税及教育费附加=400(万元)土地增值税=1920(万元)企业所得税=5600(万元)已知:计算土地增值税时利息之外的其他开发费用按照5%的比例计算扣除。 要求:根据上述资料,回答以下问题 2014年计算企业所得税时可以扣除的期间费用为()万元。