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[主观题]

For the online game,the most important change is 查看材

A.diversity of the use.

B.the way publisher earn money.

C.the improvement of the speed.

D.the increase of the types of video game.

答案
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更多“For the online game,the most important change is 查看材”相关的问题

第1题

For the online game,the most important change isA.diversity of the use.B.the way

For the online game,the most important change is

A.diversity of the use.

B.the way publisher earn money.

C.the improvement of the speed.

D.the increase of the types of video game.

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第2题

The main reason why the video game will be played online is thatA.the unition of new tech

The main reason why the video game will be played online is that

A.the unition of new technology and current economics.

B.the increase of the users.

C.the change on living styles.

D.the need of video game itself.

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第3题

Compared with the conventional games.the main difference of the online game is thatA.it ta

Compared with the conventional games.the main difference of the online game is that

A.it takes SO long time to develop.

B.it costs SO much money.

C.it can easily get back the cost.

D.virtual distribution iS much cheaper.

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第4题

回答题·Read the article below about video games move online and the questions on the oppo

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

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第5题

回答下列各题 ·Read the article below about video games move online and the questions on t
he opposite page. ·For each question(13-18),mark one letter(A.B.C. or D)on your Answer Sheet. Video Games Move Online In the eyes of media executives, the Internet is a malevolent vacuum-cleaner, sucking in one business after another. Music, software and videos are all increasingly obtained online -- often free of charge. Now it is the turn of video games. A.combination of new technology and compelling economics means that many, if not most, of them will be played online soon. Online gaming is not new. Since the early days of the Internet, netizens have indulged in "massively multiplayer role-playing online games", a genre that, now completes with fancy graphics, is still very popular, particularly in Asia. Some console games can be played online. There are several reasons to think, however, that video games have begun the transition from an industry primarily based on consoles and shrink-wrapped software to one in which online services dominate. Conventional gaming has not proved as resistant to the recession as many had expected. Meanwhile alternatives are emerging quickly. Many personal computers are powerful enough to run fast-moving, graphics-heavy games just as well as consoles. As a result, finns are offering online games that can be played either through "client" software, which users download, or via a web browser. These trends are dwarfed, however, by the explosion of "social" games, which have become all the rage on social networks such as Facebook. These are more about interaction than action: players either join their friends for an online game of poker or Scrabble, or to create and show off virtual pets, farms and mob families. As gaming moves online, the economics of the industry are changing. Conventional games take years to develop and cost millions to market, and rely on big sales in their first few weeks of release to recoup the investment, making the launch of a new game a gamble akin to a Hollywood studios decision to produce a big-budget film. As a result,like Hollywood, big game makers focus on successful franchises with fancy effects and plenty of action -- and have moved online only hesitantly. Online games, in particular the social kind, are hard for fhms steeped in this model to make, argues Kristian Segerstrale, the boss of Play fish, the number two in social gaming. Developing a new game takes only a few months and costs a few hundred thousand dollars. It can still be improved after its launch. Virtual distribution is far cheaper, and marketing tends to be too, since games often spread"virally" among friends on social networks. The most important change will be in the way publishers earn money. Although some are charging subscription fees to players of online games or selling advertising, many of them make most of their money by managing an online economy, complete with virtual goods and a digital currency. Playing is free, but users can get ahead by buying extra bits and bobs. In Asia.what make the online game remain SO popular?

A.good service

B.more users

C.high speed movement

D.perfect graphics

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第6题

Laura Holshouser's favorite video games include Halo, Tetris, and an online training game
developed by her employer. A training game? That's right. The 24-year-old graduate student, who manages a Cold Stone Creamery ice-cream store in Riverside, Calif. , stumbled across the game on the corporate Web site in October.

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.

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第7题

根据以下材料,回答题Experience the World in 3D GameEver wondered how your cat or dog sees t

根据以下材料,回答题

Experience the World in 3D Game

Ever wondered how your cat or dog sees the world? Now you can look through their eyes with the first 3D game that recreates the vision of different species based on scientific evidence. The online simulation, created by the French 3D design company Dassault Systemes, with the guidance of veterinary ophthalmologist (眼科专家) Didier Schmidt-Morand, mimics (模仿) the vision of five animals——cats dogs, rats, hawks and bees——as a player steers them through Place Vendoe in Paris.

Due to differences in fiend of view, colour perception and night vision, for example, sight can be drastically different from species to species. "In terms of performance, eyes are as variable as different models of cars," says Schmidt-Morand.

The game was created by using existing virtual models of the square then applying effects based on descriptions of each animal"s vision. Dassault"s 3D software allows a scene to be modified by adding blur or changing the colours, angle of vision and depth of field.

Although it was easy to recreate vision inferior to that of humans —— cats and dogs, for example, have trouble distinguishing shades of red——replicating features that we are unable to see was a challenge. Hawks have more detailed vision than ours, whereas dogs are better at seeing movement and have a wider field of view. "We used virtual cameras to precisely simulate larger viewing angles but the result made people nauseous(令人作呕的 )," says Schmidt-Morand. "So we tweaked (微调 ) the model to give a sense of the wider view without sticking to reality."

The rat"s view also departs from reality: because they are near-sighted, everything more than 15 centimetres away is a blur, so they typically move close to walls to help them navigate. "A rat would never throw itself into the middle of an open area," says Schmidt-Morand. The simulation for this animal is supplemented with a map in the top right comer to help determine the rat"s position: because of their limited eyesight, most landmarks are obscured.

The game is intended as an educational resource and players can discuss their experience with others through community features on the website. If there is interest from schools and zoos, the team hopes to recreate the vision of more animals.

The game developed by Dassault Systemes is the first 3D game recreating the vision 0f different species. 查看材料

A.Right

B.Wrong

C.Not mentioned

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第8题

Communication with Customers OnlineUntil the late 1940s, when television began finding its

Communication with Customers Online

Until the late 1940s, when television began finding its way into American homes, companies relied mainly on print and radio to promote their products and services. The advent (出现) of television brought about a revolution in promoting products and services. Between 1949 and 1951 , advertising on television grew 960 percent. Today the Internet is once again transforming promotion. By going online, companies can communicate instantly and directly with prospective customers. Promotion on the World Wide Web includes advertising, sponsorships and sales promotions like contests and coupons. In 1996, world wide web advertising revenues reached $ 300 million.

Effective online marketers do not merely transfer hard-copy ads(平面广告) to cyberspace. Successful sites blend promotional and non-promotional information, indirectly delivering the advertising messages. To encourage visitors to their sites and to create and cultivate customers' loyalty, companies change information frequently and provide many opportunities for interaction.

One of the best online promotion web sites is the Ragu Web site. Here visitors can find thirty six pasta recipes, take Italian lessons, and view an Italian film festival. But they will find no traditional ads. So subtle is the mix of product and promotion that visitors hardly know an advertising message has been delivered. SEGA of America, maker of computer games and hardware, uses its Web site for a variety of different promotions, such as introducing new game characters to the public and supplying Web surfers the opportunity to down load games. Sega' s home page averages 250, 000 visitors a day. To heighten interest in the site, SEGA bought an advertising banner on Netscape, thereby increasing site visits by 15 percent. Online participants in Quaker Oats' Gatorade promotion received a free T-shirt in exchange for answering a few questions. Quaker Oats reports that the online promotion created product loyalty and helped the company know its customers better.

Now, to target specific Internet users, an increasing number of companies are using "push" technology which automatically delivers customized (按客户要求制造的) news and other information to users' computers when they log onto the Internet. Although organizations like Nielsen Media Research are developing technologies to enhance audience measurement and tracking, it remains difficult to assess how many times the same person looks at an ad and who that person is. Although online promotions can be glamorous and sophisticated, they are not perfect. For a well-designed marketing mix, industry experts advise companies to use the Internet as a supplement to other advertising media.

Internet, like television, has brought great changes to the promotion of products and services.

A.Right

B.Wrong

C.Not mentioned

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第9题

根据以下材料,回答题。Cornmunication with Customers onIIReUntil the late l940s,when televisi

根据以下材料,回答题。

Cornmunication with Customers onIIRe

Until the late l940s,when television began finding its way into American homes,companies relied mainly on print and radio to promote their products and services.The advent(出现)of television brought about a revolution in promoting products and services.Between l949 and l951,advertising on television grew 960 percent.Today the Internet is once again transforming promotion.By going online,companies can communicate instantly and directly with prospective customers.Promotion on the World Wide Web includes advertisin9,sponsorships and sales promotions like contests and coupons.In l996,World Wide Web advertising revenues reached$300 raillion.

Effective online marketers do not merely transfer hard—copy ads(平面广告)to cyberspace.Successful sites blend promotional and non—promotional information,indirectly delivering the advertising messages.To encourage visits to their sites and to create and cultivate customers’loyalty,companies change information frequently and provide many opportunities for interaction.

One of the best online promotion web sites is the Ragu Web site.Here visitors can find thirty six pasta recipes,take Italian lessons,and view an Italian film festival,but they will find no traditional ads.So subtle is the mix of product and promotion that visitors hardly know an advertising message has been delivered:SEGA of America,maker of computer games and hardware,uses its Web site for a variety of different promotions,such as introducing new game characters to the public and supplying Web surfers the opportunity to download games.SEGA’S home page averages 250,000 visits a day.To heighten interest in the site,SEGA bought an advertising banner on,Netscape,thereby increasing site visits by l5 percent.Online participants in Quaker Oats’Gat0.rade promotion received a free T-shirt in exchange for answering a few questions.Quaker Oats reports that the online promotion created product loyalty and helped the company know its customers better.

Now,to target specific Internet users,an increasing number of companies are usin9“push”technology which automatically delivers customized(按客户要求创造的)news and other informarion to Users’computers when they log onto the Internet.Although organizations like Nielsen Media Research are developing technologies to enhance audience measurement and trackin9,it remains difficult to assess how many times the same person looks at an ad and who that person is. Although online promotions can be glamorous and sophisticated,they are not perfect.For a well.designed marketing mix,industry experts advise companies to use the Internet as a supplement to other advertising media.

Internet,like television,has brought great changes to the promotion of products and services. 查看材料

A.Right

B.Wrong

C.Not mentioned

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第10题

Hooked on the Web: Help Is on the WayThe waiting room for Hilarie Cash's practice has the

Hooked on the Web: Help Is on the Way

The waiting room for Hilarie Cash's practice has the look and feel of many a therapist's office, with comforting classical music, paintings of gentle swans and colorful flowers and on the bookshelves piles of brochures on how to get help.

But along with her patients, Dr. Cash, who runs Internet/Computer Addiction Services here in the city that is home to Microsoft, is a pioneer in a growing trend in mental health care and addiction(上瘾) recovery. The patients, including Mike, 34, are what Dr. Cash and other mental health professionals call onlineaholics. They even have a diagnosis(诊断结果): Internet addiction disorder.

These specialists estimate that 6 percent to 10 percent of the around 189 million Internet users in this country have a dependency that can be as destructive as alcoholism and drug addiction, and they are rushing to treat it. Most of such users are online to further addictions to gambling or pornography(色情资料). But other users have a broader dependency and spend hours online each day, surfing the Web, trading stocks or instant messaging and a fast-rising number are becoming addicted to Internet video games.

Dr. Cash and other professionals say that people who abuse the Internet are typically struggling with other problems, like depression and anxiety. But, they say, the Internet's offer of escape from reality, and the opportunity for keeping unknown can also attract otherwise healthy people into an addiction.

Dr. Cash and other therapists say they are seeing a growing number of teenagers and young adults as patients, who grew up spending hours on the computer, playing games and sending instant messages. These patients appear to have significant developmental problems, including attention disorder and a lack of social skills.

A report released during the summer by the Pew Internet and American Life Project found that teenagers did spend an increasing amount of time online: 51 percent of teenage Internet users are online daily, up from 42 percent in 2000. But the report did not find a fading of social skills. Most teenagers "maintain energetic networks of friends", it noted.

A growing number of therapists and recovery centers are often treating Web addicts with the same approaches used to treat chemical addictions. There is one inpatient program, at Proctor Hospital in Peoria, Illinois, which accepts patients to recover from online addiction. Experts there said they see similar signs in those patients as in alcoholics or drug addicts, including sweating, severe anxiety, etc. The hospital's treatment program places all its clients together for group therapy and other recovery work, whether the addiction is to drugs or the computer.

Several counselors and other experts said time spent on the computer was not important in diagnosing an addiction to the Internet. The question, they say, is whether Internet use is causing serious problems, including the loss of a job, marital difficulties, depression, isolation and anxiety, and still the user cannot stop. "The line is drawn with Internet addiction," said Mr. Zehr of Proctor Hospital, "When I'm no longer controlling my Internet use, it's controlling me".

Some therapists and Internet addiction treatment centers offer online counseling, including at least one 12-step program for video game addicts, which is controversial. Critics say that although it may be a way to catch the attention of someone who needs face-to-face treatment, it is more like to treat an alcoholic in a wine factory, mostly because Internet addicts need to break the cycle of living in cyberspace.

A crucial difference between treating alcoholics and drug addicts, however, is that total prohibition ban is usually recommended for recovery from substance abuse, whereas moderate and manageable use is the goal for behavioral addi

A.Y

B.N

C.NG

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