6、China is likely to surpass the U. S. to become world’s largest online game market this year. according to a recent report by market research firm ire search China’s online game market generated revenue(總收入) of 20.8 billion yuan($3. 04 billion)in 2008, up 52. 2%over the previous year. Over 80%of the revenue came from big, multiplayer online games, with the rest generated from web games and mobile games·
The overall market is expected to keep growing at an average annual rate of 20%in the coming five years. And ire search forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U. S, China and Korea are the world’s top three largest online game markets, making up about 29%%, 27%and 21% respectively of the global online game market, according to the report.
U. S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U. S. and Korea markets will see a drop in game exporting ire search estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55. 5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, ire search found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
1.The second and third paragraphs show that .
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20%in 2008.
C.China’s online game market will earn 60%less in 2009.
D.US, China and Korea together account for 90%of the global online game market.
2.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
3.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
4.According to the last paragraph, which of the following is TRUE?
A.CNNC and ire search worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and ire search are contradictory.
科目:高中英語 來源:湖北省六校2010屆高三第二次聯(lián)考英語試卷 題型:閱讀理解
B
China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(總收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.
科目:高中英語 來源:0117 期末題 題型:閱讀理解
科目:高中英語 來源: 題型:閱讀理解
China is likely to surpass the U. S. to become world’s largest online game market this year. according to a recent report by market research firm ire search China’s online game market generated revenue(總收入) of 20.8 billion yuan($3. 04 billion)in 2008, up 52. 2%over the previous year. Over 80%of the revenue came from big, multiplayer online games, with the rest generated from web games and mobile games·
The overall market is expected to keep growing at an average annual rate of 20%in the coming five years. And ire search forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U. S, China and Korea are the world’s top three largest online game markets, making up about 29%%, 27%and 21% respectively of the global online game market, according to the report.
U. S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U. S. and Korea markets will see a drop in game exporting ire search estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55. 5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, ire search found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
1.The second and third paragraphs show that .
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20%in 2008.
C.China’s online game market will earn 60%less in 2009.
D.US, China and Korea together account for 90%of the global online game market.
2.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
3.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
4.According to the last paragraph, which of the following is TRUE?
A.CNNC and ire search worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and ire search are contradictory.
科目:高中英語 來源:湖北省六校2010屆高三第二次聯(lián)考英語試卷 題型:閱讀理解
B
China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(總收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.
科目:高中英語 來源: 題型:閱讀理解
B
China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(總收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.
科目:高中英語 來源: 題型:閱讀理解
B
China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(總收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.
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