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  • 阅读理解
    阅读理解。
    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 iResearch. China's online game market generated revenue (总收入)
    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.
    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 become 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. among 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 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.
    本题信息:2011年0117期末题英语阅读理解难度较难 来源:姜雪
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日常生活类阅读

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  • 日常生活类阅读

日常生活类阅读的概念:

日常生活这一话题主要涉及人们衣食住行等方面的活动。这一话题的选材主要针对人们日常的工作,生活以及学习情况。做这一类题时,最主要的是要把握好人物的活动内容,时间和地点。


日常生活类阅读题答题技巧:

【题型说明】
该类文章内容涉及到人们的言谈举止、生活习惯、饮食起居、服饰仪表、恋爱婚姻、消遣娱乐、节日起源、家庭生活等。文章篇幅短小,追根溯源,探索各项风俗的历史渊源,内容有趣。命题也以送分题为主,如事实细节题、语义转换题、词义猜测题和简单推理判断题等。虽然这类文章读起来感觉轻松,试题做起来比较顺手,但绝不能掉以轻心。因为稍不留神,就会丢分。   
【备考提醒】
为了保证较高准确率,建议同学们做好以下几点:   
1、保持正常的考试心态。笔者在教学中发现,越是容易的试题,同学们越是容易失分。为什么呢?因为在这种情况下,同学们极易产生麻痹思想,认为题目好做,就不引起高度重视,于是思维不发散、不周密。而命题人就是利用同学们的这一弱点,设计陷阱题。所以,无论试题难易与否,我们都要保持正常的考试心态。试题容易,不欣喜;试题难,不悲观。   
2、根据前面讲到的方法,认认真真、细细心心做好事实细节题。   
3、做好语义转换题。这类题是根据英语中一词多义和某些词语在文中能表达一定的修辞意义的原则而设计的。要求同学们解释某生词的含义,确定多义词或短语在文中的意思,确认文中的某个代词所指代的对象,或者对英语中特有的表达、格言、谚语进行解释。这种题要求同学们一定要根据上下文猜测词义或理解句子,切不可望文生义。   
4、做好简单推理判断题。简单推理判断题要以表面文字为前提,以具体事实为依据进行推理,做出判断。这种推理方式比较直接,只要弄清事实,即可结合常识推断出合理的结论。