I () online games when my father came back.
A、played
B、was playing
C、am playing
D、have played
A、played
B、was playing
C、am playing
D、have played
第1题
The way of managing online games is changing frOm selling software oriented to
A.selling the procedure oriented.
B.click rate oriented。
C.online services oriented.
D.fancy graphics oriented.
第2题
回答题
·Read the article below about video games move online and the questions on the opposite page.
·For each question(13-18),mark one letter(A.B.C. or D)on your Answer Sheet.
Video Games Move Online In Asia.what make the online game remain SO popular? 查看材料
A.good service
B.more users
C.high speed movement
D.perfect graphics
第3题
A) let out
B) let alone
C) let go of
D) hold fast
第4题
It teaches portion control and customer service in a cartoon-like simulation of a Cold Stone store. Players scoop cones against the clock and try to avoid serving too much ice cream. The company says more than 8,000 employees, or about 30% of the total, voluntarily downloaded the game in the first week. "It's so much fun," says Holshouser. "I e-mailed it to everyone at work."
The military has used video games as a training tool since the 1980s. Now the practice is catching on with companies, too, ranging from Cold Stone to Cisco Systems Inc. to Canon Inc. Corporate trainers are betting that games' interactivity and fun will hook young, media-savvy employees like Holshouser and help them grasp and retain sales, technical, and management skills. "Video games teach resource management, collaboration, critical thinking, and tolerance for failure," says Ben Sawyer, who runs Digitalmill Inc. , a game consultancy in Portland, Me.
The market for corporate training games is small but it's growing fast. Sawyer estimates that such games make up 15% of the "serious," or nonentertainment market, which also includes educational and medical training products. Over the next five years, Sawyer sees the serious-games market more than doubling, to $100 million, with trainers accounting for nearly a third of that. It's numbers like those that prompted Cyberlore Studios Inc. , maker of Playboy: The Mansion, to refocus on training games—albeit based on its Playboy title. And training games will be top of mind at the Game Developers Conference in San Jose, Calif. , this month.
Companies like video games because they are cost-effective. Why pay for someone to fly to a central training campus when you can just plunk them down in front of a computer? Even better, employees often play the games at home on their own time. Besides, by industry standards, training games are cheap to make. A typical military game costs up to $10 million, while sophisticated entertainment games can cost twice that. Since the corporate variety don't require dramatic, warlike explosions or complex 3D graphics, they cost a lot less. BreakAway Games Ltd., which designs simulation games for the military, is finishing its first corporate product, V-bank, to train bank auditors. Its budget? Just $500,000.
Games are especially well-suited to training technicians. In one used by Canon, repairmen must drag and drop parts into the right spot on a copier. As in the board game Operation, a light flashes and a buzzer sounds if the repairman gets it wrong. Workers who played the game showed a 5% to 8% improvement in their training scores compared with older training techniques such as manuals, says Chuck Reinders, who trains technical support staff at Canon. This spring, the company will unveil 11 new training games.
Games are also being developed to help teach customer service workers to be more empathetic. Cyberlore, now rechristened Minerva Software Inc. , is developing a training tool for a retailer by rejiggering its Playboy Mansion game. In the original, guests had to persuade models to pose topless. The new game requires players to use the art of persuasion to sell products, and simulates a store, down to the carpet and point-of-purchase display details.
Don Field, director of certifications at Cisco, says games won't entirely replace traditional training methods such as videos and classes. But he says they should be part of the toolbox. Last year, Cisco rolled out six new training games—some of them designed to teach technicians how to build a computer network. It's hard to imagine a drier subject. No
A.The advantages of online training game have been exploited by many companies to save money.
B.Video games have been used as training tool for the military.
C.Companies tend to use online game as the marketing tool.
D.Online training game will become a major industry in the following years.
第5题
RosettaWorld is a product ______.
A.being a main competitor of RosettaStone
B.by which users can chat online with natives
C.including traditional lesson-based module
D.by which users can play games related to language
第6题
According to the interview, which of the following is INCORRECT?
A.Children and teenagers become more addicted to online games and Internet gambling.
B.Adult males are more likely to look at online pornography.
C.Adult females are more likely to look at chat rooms and instant messaging.
D.Retiring people are prone to do online business.
第7题
Online language programs keep students interested by ______.
A.supplying them with healthy diet
B.rewarding them With lower tuition
C.shortening the learning period
D.offering funny games as rewards
第8题
A.good service
B.more users
C.high speed movement
D.perfect graphics
第9题
1.现在有许多大学生沉溺于网络游戏
2.沉溺于网络游戏给大学生带来的影响
3.建议大家远离这种消遣方式
Stepping Away from Online Games
第10题
Which of the following activities has Jeremy ever done to solve the problem?
A.Selecting people to take part in other games
B.Waiting anxiously for the attendees' coming
C.Trying to contact the online gamers
D.Getting the police's help in time
第11题
&8226;Read the article below about video games.
&8226;Choose the best sentence from the opposite page to fill each of the gaps.
&8226;For each gap 8-12, mark one letter (A-G) on your Answer Sheet.
&8226;Do not use any letter more than once.
Strong players
Video games let you escape into an alternative reality -- something gaming firms know about at first hand. For as other technology firms face stagnant or shrinking markets, the video-games industry seems to inhabit a parallel universe. It has had a bumper year, maybe the best it ever will. Global sales of games software and hardware will exceed $31 billion this year. This summer, UBS Warburg invested 17% of its model technology portfolio in two games publishers, Electronic Arts and Activision. Gaming, it seems, is recession-proof.
The industry is booming because it has its own cycle, as one generation of hardware succeeds another every few years. (8) Games consoles are flying off the shelves. The current line-up is of Sony's PlayStation2, the market leader by far, plus Microsoft's Xbox and Nintendo's GameCube, which are fighting for a distant second place.
Each gaming boom is bigger than the last. Children who have grown up with games keep on playing, which expands the market. It also increases the players' average age: the average American gamer is 28. (9) This shift is reflected in the rise of "mature"-rated games, which now account for 13% of the American market, up from 6% in 2001.
(10) Many observers are optimistic about the prospects for games sales next year, particularly in America. But the figures suggest that 2002 was the peak of the cycle, and that the market will shrink next year. Other observers expect console sales to grow only slightly next year.
Things will then cool off until the next generation of consoles appears in 2005. The next peak is not expected until 2007. (11) Both are dwarfed by console gaming at the moment, but are the focus of much activity, and could provide recurring revenues to help smooth out the industry's cyclical nature.
Online gaming has got off to a small but promising start in recent weeks with the release of adaptors that link consoles over the Internet. In America, Microsoft sold 150,000 starter kits for its "Xbox Live" service within a week of its launch last month. Sony says it has signed up 175,000 subscribers to its rival online service, launched in August. Both services will launch in Europe next year.
Gaming on mobile phones is also taking small but crucial steps forward. Today's phones mostly have one or two simple games built in. The latest handsets have colour screens and can download software remotely. (12) Games take roughly a minute to download, but adding one to a handset is almost as easy as downloading a new ringing tone or screen logo. It is predicted that mobile-gaming revenues will reach $3.5 billion in the next five years; other estimates are higher.
A Older players tend to have more disposable income to spend on games than do teenagers.
B Their processing power matches that of the arcade-game machines of the 1980s, so classic games run well.
C But how much longer will the good times last?
D That cycle, unrelated to the broader economic cycle, is now at or near its peak.
E But the industry has two new tricks up its sleeve, in the form. of online and mobile gaming.
F They are so wisely designed that they can be connected to any game machines.
G It has had a bumper year, maybe the best it ever will.
(8)