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Why do online games not mean "a hit with advertisers"?A.The advertisers do not have approp

Why do online games not mean "a hit with advertisers"?

A.The advertisers do not have appropriate ways to advertise in the online world.

B.Online game companies do not want to cooperate with the advertisers.

C.The profit pattern of online games does not leave much space for them.

D.The advertisers deem that online games will not be a rising industry.

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更多“Why do online games not mean "…”相关的问题
第1题
Why do we say that lawyers are one of the most reactionary forces in American society?A.Th

Why do we say that lawyers are one of the most reactionary forces in American society?

A.They practice the art of distortion in an effort to win legal games where we need honest communications.

B.They promote conflict and blame when we need cooperation and self-responsibility.

C.They promote division where we need unity.

D.All of the above.

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第2题
The result of the online experiment is that the people involved ______.A.improved their co

The result of the online experiment is that the people involved ______.

A.improved their cognitive function

B.did not increase their skills in games

C.increased the skills in playing games but did not improve IQ

D.had no improvement in playing games and intelligence tests

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第3题
Computer brain games may not offer the big mental boost many were hoping for, suggests new
research, but brain scientists and brain-game experts don't all agree on the findings.

The study, out this week in Nature, is the largest of its kind, say scientists from England's Medical Research Council Cognition and Brain Sciences Unit and the Alzheimer's Society, UK. They said in a Tuesday press briefing that brain-training games, used by millions, may not increase general brain power on other tasks or increase IQ "Participants did get better at games they practiced. The more they trained, the better they got. But there was still no translation to any general improvement in cognitive function," said lead author Adrian Owen, assistant director of Medical Research Council.

The online experiment was sponsored by the BBC and involved more than 11 000 people between the ages of 18 and 60. They were split into three groups, including two groups that played different brain-training games that are similar to commercially available games, and a control group that was asked to go online and find answers to questions about topics such as music. Participants trained for at least 10 minutes a day, three times a week, for up to six weeks, Owen said. All took standard cognitive assessment tests at the start and finish of the study. While players increased their skills the more they played a specific game, that improvement didn't transfer to other activities or to a higher score on intelligence tests, said Owen and colleagues.

Duke psychiatrist and Alzheimer's expert Murali Doraiswamy said it's the best study done to date and a good reality check. "There was so much hype surrounding brain games," he said. But it's not a death knell for gaming, Doraiswamy said. "I still think brain games offer tremendous potential for helping people with conditions such as ADHD and learning disabilities, but this study puts the burden of proof now on game manufacturers to show that they really offer meaningful benefits. "

Study shortcomings include the fact that it didn't focus on the aging population, a group targeted by brain-game makers, experts said. And it did not look at benefits of more intense training, said Alvaro Fernandez, CEO and cofounder of Sharp Brains, a San Francisco market research firm that specializes in cognitive science. "This study shows random brain exercise doesn't transfer, but it does not deny that transfer can work if a person engages in more intense and targeted brain-training," Fernandez said.

According to Adrian Owen, the function of brain-training games is that ______.

A.they can make general brain powerful

B.they may offer the big mental boost

C.they can transfer to improvement in cognitive function

D.they have nothing to do with improving cognitive function

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第4题
Some teenagers never even read a newspaper, ______ a book; they spend muchtime playin
g online games though.

A) let out

B) let alone

C) let go of

D) hold fast

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第5题
What group of people is this passage intended to talk to?A.Parents of troubled children.B.

What group of people is this passage intended to talk to?

A.Parents of troubled children.

B.Troubled children.

C.Medical practitioners.

D.Computer and online games designers.

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第6题
If you are a tourist interested in seeing a baseball game while in New York, you can find
out which of its teams are in town simply by sending a message to AskForCents.com. In a few minutes, the answer comes back, apparently supplied by a machine, but actually composed by a human. Using humans to process information in a machine-like way is not new: it was pioneered by the Mechanical Turk, a famed 18th-century chess-playing machine that was operated by a hidden chessmaster. But while computers have since surpassed the human brain at chess, many tasks still baffle even the most powerful electronic brain.

For instance, computers can find you a baseball schedule, but they cannot tell you directly if the Yankees are in town. Nor can they tell you whether sitting in the bleachers is a good idea on a first date. AskForCents can, because its answers come from people. "Whatever question you can come up with, there's a person that can provide the answer—you don't have the inflexibility of an algorithm-driven system", says Jesse Heitler, who developed AskForCents. Mr. Heitler was able to do this thanks to a new software tool developed by Amazon, the online retailer, that allows computing tasks to be farmed out to people over the internet. Aptly enough, Amazon's system is called Mechanical Turk.

Amazon's Turk is part toolkit for software developers, and part online bazaar: anyone with internet access can register as a Turk user and start performing the Human Intelligence Tasks (HITs) listed on the Turk website (mturk. com). Companies can become "requesters" by setting up a separate account, tied to a bank account that will pay out fees, and then posting their HITs. Most HITs pay between one cent and $5. So far, people from more than 100 countries have performed HITs, though only those with American bank accounts can receive money for their work; others are paid in Amazon gift certificates.

Mr. Heitler says he had previously tried to build a similar tool, but concluded that the infrastructure would be difficult to operate profitably. Amazon already has an extensive software infrastructure designed for linking buyers with sellers, however, and the Turk simply extends that existing model. Last November Amazon unveiled a prototype of the system, which it calls "artificial intelligence". The premise is that humans are vastly superior to computers at tasks such as pattern recognition, says Peter Cohen, director of the project at Amazon, so why not let software take advantage of human strengths?

Mr. Cohen credits Amazon's boss, Jeff Bezos, with the concept for the Turk. Other people have had similar ideas. Eric Bonabeau of Icosystem, an American firm that builds software tools modeled on natural systems, has built what he calls the "Hunch Engine" to combine human intelligence with computer analysis. The French postal service, for example, has used it to help its workers choose the best delivery routes, and pharmaceutical researchers are using it to determine molecular structures by combining their gut instincts with known results stored in a database. And a firm called Seriosity hopes to tap the collective brainpower of the legions of obsessive players of multiplayer online games such as "World of War-craft", by getting them to perform. small real-world tasks (such as sorting photographs) while playing, and paying them in the game's own currency.

The last sentence of the first paragraph means

A.computers have never been superior to human intelligence.

B.human intelligence can still outperform. computers.

C.computers will eventually baffle many tasks humans give them.

D.human intelligence will fail in the face of electronic chessmasters.

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第7题
Which of the following may NOT be the barriers to limit the growth of virtual worlds?A.Inf

Which of the following may NOT be the barriers to limit the growth of virtual worlds?

A.Inflation and unequal distributions of wealth can also happen in the virtual world.

B.The virtual world could grow complicated enough to force employment of special staff to manage it.

C.Parents would keep their children from the online games in order to keep them safe.

D.The online game companies will have to keep the virtual world safe, at some rather high cost.

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第8题
Tips for Team Building

When you think of team building, do you immediately picture your group off at a resort playing games or hanging from ropes? Traditionally, many organizations approach team building in this way but, then, they wonder why that wonderful sense of teamwork that had been displayed at the retreat or the seminar fails to impact long term beliefs and actions back at work.

I'm not averse to retreats, planning sessions, seminars and team building activities — in fact I lead them — but they have to form. part of a much larger teamwork effort. You will not build teamwork by “retreating” as a group for a couple of days each year, instead you need to think of team building as something you do every single day.

• Form. teams to solve real work issues and to improve real work processes. Provide training in systematic methods so the team expends its energy on the project, not on trying to work out how to work together as a team to approach the problem.

• Hold department meetings to review projects and progress, to obtain broad input, and to coordinate shared work processes. If there is friction between team members, examine the work processes they mutually own — the problem is not usually their personalities; instead, it is often the fact that the team members haven't agreed on how they will deliver a product or service, or the steps required to get something done.

• Build fun and shared occasions into the organization's agenda — hold pot luck lunches, take the team to a sporting event, sponsor dinners at a local restaurant, go hiking or go to an amusement park. Hold a monthly company meeting, sponsor sports teams and encourage cheering team fans.

• Use ice breakers and teamwork exercises at meetings — these help team members get to know each other, share details about each others lives, and have a laugh together.

• Celebrate team successes publicly. There are many ways you could do this, for instance by buying everyone the same T-shirt or hat, putting team member names in a draw for company merchandise and gift certificates. The only thing limiting you is your imagination.

If you do the types of teamwork building listed above, you'll be amazed at the progress you will make in creating a teamwork culture, a culture that enables individuals to contribute more than they ever thought possible — together.

操作提示:正确选T,错误选F。

1.Team building event is traditionally related to playing games at resort.

2.The author claims that playing games together is as important as form. teams to solve real work issues and to improve real work processes for team building.

3.“Retreat” in the first paragraph means withdrawal of troops after a defeat.

4.Ice breaking motivates team members compete with each other.

5.A good teamwork culture enables individuals make more efforts together.

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第9题
What can we infer from Simon Levene's comments?A.Young people will usually change games.B.

What can we infer from Simon Levene's comments?

A.Young people will usually change games.

B.Young people are only attracted by the novelties in the games.

C.Game companies will have to use various measures to keep young people continuing playing their games.

D.Current prosperity of online games market may not last long due to the capriciousness of young people.

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第10题
Who seem to be the group of children that are more easily to get addicted with internet?A.

Who seem to be the group of children that are more easily to get addicted with internet?

A.Children who are popular among a lot of friends, because they need to communicate with them even when they are online.

B.Children who come from big families since they can get the attention they desire but fail to get from real life.

C.Children who are not welcome among peers since online communication and games can satisfy their needs in a way real life can not.

D.Children who like to play basketball, football and other sports activities since online game can make all these more fascinating.

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