试题查看

【单选题】

mAny viDEo gAmEs FEAturE An invinCiBility powEr-up thAt mAkEs thE plAyErs impErvious to DAmAgE, At lEAst For A whilE.As thE EConomiC Crisis hit in lAtE 2008, somE sAiD thE sAmE ABout thE inDustry itsElF. thE thEory wEnt thAt sAlEs oF viDEo gAmEs, whiCh hAD BEEn strong in 2008, woulD Also BE strong in 2009, BECAusE gAmEs ArE A rElAtivEly ChEAp Form oF EntErtAinmEnt thAt lEt pEoplE EsCApE From gloomy EConomiC rEAlity.
At First glAnCE thE sAlEs FigurEs sEEm to DEBunk thE iDEA thAt viDEo gAmEs ArE rECEssion-prooF. in junE 2009, For ExAmplE, sAlEs oF gAmEs inAmEriCA wErE 31% lowEr thAn in junE 2008, ACCorDing to npD, A mArkEt-rEsEArCh Firm. in july sAlEs wErE Down 26% , thE FiFth suCCEssivE monthly DEClinE.But thE yEAr EnDED with A rECorD-BrEAkingDECEmBEr, As pEoplE Bought ConsolEs AnD gAmEs ForChristmAs. gloBAlly, sAys piErs hArDing-rolls oF sCrEEnDigEst, A ConsuhAnCy, sAlEs oF gAmEs wErE Down By 6.3% in 2009. thE numBEr oF nintEnDo win AnD miCrosoFt xBox 360 ConsolEs solD wAs FlAt in 2009 ; sAlEs oF sow’s plAystAtion 3 wErE up By 22% AFtEr A priCE Cut.
in somE rEspECts, this stumBlE rEFlECts gAming’s nEw populArity. whEn it wAs lEss oF A mAinstrEAm ACtivity it wAs not so ConnECtED to thE wiDEr EConomiC CyClE. thE suCCEss oF thE FAmily-FriEnDly wii hAs BroADEnED gAming’s AppEAl, But thE nEw plAyErs it hAs AttrACtED ArE lEss FAnAtiCAl gArnErs who ArE morE likEly to Cut BACk in hArD timEs.During 2009 morE pEoplE turnED to moBilE, wEB-BAsED or sEConD-hAnD gAmEs, sAys mr hArDing-roFls.
AnothEr wAy oF looking At things, howEvEr, is to sAy thAt spEnDing on gAming is DrivEn By Big hits, AnD thAt thE slight DEClinE in 2009 rEFlECts CrEAtivE rAthEr thAn EConomiC wEAknEss.EntErtAinmEnt inDustriEs AlwAys hAvE thEir ups AnD Downs, sAys shigEru miyAmoto, thE CrEAtivE ForCE BEhinD mAny oF nintEnDo’s BiggEst gAmEs. thErE wAs An unusuAlly lArgE numBEr oF hits in 2008, whiCh BoostED sAlEs, AnD FEwEr Big rElEAsEs in 2009 until lAtE in thE yEAr, whiCh mAy ExplAin thE wEAk miD-yEAr sAlEs. thE BiggEst hit wAs "moDErn wArFArE 2", rElEAsED in novEmBEr, whiCh BECAmE thE FAstEst-sElling gAmE in history, sElling 7 million CopiEs worlDwiDE on its First DAy. thE top 20 gAmEs took A lArgEr shArE oF sAlEs in 2009 thAn in 2008, whiCh shows thAt thE gAmEs inDustry is BEComing inCrEAsingly polArisED BEtwEEn hits AnD missEs. hEnCE thE hit-AnD-miss rEsults oF thE Big puBlishErs oF viDEo gAmEs.
ovErAll, sAys mr miyAmoto, 2009’s Crop oF gAmEs mAy just hAvE BEEn lEss CompElling. "wE wErE not ABlE to proDuCE Fun-Enough proDuCts," hE sAys. thAt highlights thE importAnCE oF ContinuED innovAtion, hE sAys—But it lEAvEs unAnswErED thE quEstion oF whEthEr gAming is inDEED rECEssion-prooF.
in thE light oF whAt shigEru miyAmoto sAiD, wE CAn inFEr______.
A、gAmEs innovAtions mAy lEAD to thE sAlE DEClinE oF 2009
B.hE hAs no iDEA ABout whEthEr it is inFluEnCED By thE EConomiC Crisis
C、thE gAp oF hits AnD missEs in gAmEs inDustriEs is innovAtivE
D.gAmEs inDustriEs will soon rECovEr From thE lEvEl oF 2008

查看答案解析

参考答案:

正在加载...

答案解析

正在加载...

根据网考网移动考试中心的统计,该试题:

72%的考友选择了A选项

4%的考友选择了B选项

6%的考友选择了C选项

18%的考友选择了D选项

你可能感兴趣的试题

WeknowtodaythatthetraditionsoftribalartaWeknowtodaythatthetraditionsoftribalartaWeknowtodaythatthetraditionsoftribalartaManyvideogamesfeatureaninvincibilitypoweManyvideogamesfeatureaninvincibilitypoweManyvideogamesfeatureaninvincibilitypowe