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单选题
The game industry as part of the entertainment business is catching up fast with movies and TVs in terms of both popularity and yearly profit.
A
游戏产业作为娱乐业的组成部分,它在普及性和年收入方面都在很快超越电影和电视。
B
作为娱乐业的组成部分,游戏产业在其普及性和年利润方面都迅速逼近电影和电视。
C
游戏业和部分娱乐业如同电影和电视一样,越来越受欢迎,收入逐年迅速提高。
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参考解析
解析:
。A项将is catching up“正在赶上”误译为“超越(surpass)”;将yearly profit“年利润”误译为“年收入(annual earnings)”。C项将as part of...“作为……的部分”误译为“部分……(part of)”;将is catching up“正在赶上”误译为“和……一样(the same as)”;将“年利润”误译为“年收入(annual earnings)”。
。A项将is catching up“正在赶上”误译为“超越(surpass)”;将yearly profit“年利润”误译为“年收入(annual earnings)”。C项将as part of...“作为……的部分”误译为“部分……(part of)”;将is catching up“正在赶上”误译为“和……一样(the same as)”;将“年利润”误译为“年收入(annual earnings)”。
更多 “单选题The game industry as part of the entertainment business is catching up fast with movies and TVs in terms of both popularity and yearly profit.A 游戏产业作为娱乐业的组成部分,它在普及性和年收入方面都在很快超越电影和电视。B 作为娱乐业的组成部分,游戏产业在其普及性和年利润方面都迅速逼近电影和电视。C 游戏业和部分娱乐业如同电影和电视一样,越来越受欢迎,收入逐年迅速提高。” 相关考题
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It makes people inclined to pay for content on the web.B
It relies on non-paying customers to make a profit.C
It makes money only from a few fanatical customers.D
It earns little for the game-publishers.
考题
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_______.A
approach of understanding technologyB
approach of using technologyC
approach of developing technologyD
approach of relying on technology
考题
单选题From the passage, we may conclude that the writer is _____.A
one of the organizers of the game for the disabledB
a disabled person who once took part in the gamesC
against holding the games for the disabledD
in favor of holding the games for the disabled
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