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提问人:网友eagleguo998 发布时间:2022-01-07
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Online games, social-network websites, and chat rooms are empowering and motivating for te

ens and help with their development. When adults look at teens today, they think what they are doing is different and seem to be wasting a lot of time. And those activities seem quite foreign. But when we look closely at what kids are doing, its not much more different than what their parents did. They are hanging out with their friends, finding romantic partners, and trying to identify themselves. Todays teens are being raised with technologies that allow them to have self-directed learning on their own terms, in their own time. This gives the teens a feeling of freedom. This is very different from how kids learn in school when they are handed a set body of knowledge required to master by their teachers. Teens are motivated to engage online because they are either driven by interest or friendship. And there are some specific findings according to a research: One major finding is that there is a generation gap in how parents and teens view the teens online activities. Adults think the activities draw their attention from school work and are left in the dark about what their teens are doing online. Teens, on the other hand, understand the value of the Internet and are motivated to participate. Another finding shows that teens are not taking full advantage of the Internet. They are using the social networks to chat and post photos and make friends, which are important to their development, but they are not making use of other existing opportunities to learn about astronomy, foreign languages, and other subjects only a few clicks away. Teens are also improving their social skills online by learning the basic social and technical skills needed to interact in todays digital world. Pressure from those of the same age also takes on a new role online. Teens are reporting that they are more motivated by those of their age online with public spaces that allow the teens to interact and provide feedback to one another. While teens are using the Internet for both social and intellectual development, they are also facing significant challenges on how to manage their relationships online.

The writer is probably______.

A.a parent

B.a teenager

C.a teacher

D.a researcher

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更多“Online games, social-network websites, and chat rooms are empowering and motivating for te”相关的问题
第1题
回答下列各题 ·Read the article below about video games move online and the questions on t
he opposite page. ·For each question(13-18),mark one letter(A.B.C. or D)on your Answer Sheet. Video Games Move Online In the eyes of media executives, the Internet is a malevolent vacuum-cleaner, sucking in one business after another. Music, software and videos are all increasingly obtained online -- often free of charge. Now it is the turn of video games. A.combination of new technology and compelling economics means that many, if not most, of them will be played online soon. Online gaming is not new. Since the early days of the Internet, netizens have indulged in "massively multiplayer role-playing online games", a genre that, now completes with fancy graphics, is still very popular, particularly in Asia. Some console games can be played online. There are several reasons to think, however, that video games have begun the transition from an industry primarily based on consoles and shrink-wrapped software to one in which online services dominate. Conventional gaming has not proved as resistant to the recession as many had expected. Meanwhile alternatives are emerging quickly. Many personal computers are powerful enough to run fast-moving, graphics-heavy games just as well as consoles. As a result, finns are offering online games that can be played either through "client" software, which users download, or via a web browser. These trends are dwarfed, however, by the explosion of "social" games, which have become all the rage on social networks such as Facebook. These are more about interaction than action: players either join their friends for an online game of poker or Scrabble, or to create and show off virtual pets, farms and mob families. As gaming moves online, the economics of the industry are changing. Conventional games take years to develop and cost millions to market, and rely on big sales in their first few weeks of release to recoup the investment, making the launch of a new game a gamble akin to a Hollywood studios decision to produce a big-budget film. As a result,like Hollywood, big game makers focus on successful franchises with fancy effects and plenty of action -- and have moved online only hesitantly. Online games, in particular the social kind, are hard for fhms steeped in this model to make, argues Kristian Segerstrale, the boss of Play fish, the number two in social gaming. Developing a new game takes only a few months and costs a few hundred thousand dollars. It can still be improved after its launch. Virtual distribution is far cheaper, and marketing tends to be too, since games often spread"virally" among friends on social networks. The most important change will be in the way publishers earn money. Although some are charging subscription fees to players of online games or selling advertising, many of them make most of their money by managing an online economy, complete with virtual goods and a digital currency. Playing is free, but users can get ahead by buying extra bits and bobs. In Asia.what make the online game remain SO popular?

A.good service

B.more users

C.high speed movement

D.perfect graphics

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第2题
【单选题】"Nearly everyone I know is addicted in some measure to the Internet," wrote Tony S
chwartz in The New York Times. It’s a common complaint these days. A steady stream of similar headlines accuses the Net and its offspring apps, social media sites and online games of addicting us to distraction. (CET6-2017.12)

A、a child of a particular person or couple

B、the young of an animal or plant

C、the product, consequence, or effect of something

D、something that has developed as a result of something else

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第3题
Section C Directions: Read the following text abou...

Section C Directions: Read the following text about E-commerce. Five sentences have been removed from the text. Choose the best sentence from the list A-F on the next page to fill in each of the gaps (36-40). There is one extra sentence which you do not need to use. How E-commerce is Changing People’s Shopping Habits Even though e-commerce has been around for a long time, only 5% of all goods produced are bought online. (36)_______________. It is breaking into traditional markets more than ever before. Not just books, CDs and holiday trips are bought online, but all sort of other products and services that were unimaginable in the past. Today, more and more online shops get their customers from social networks like Facebook and mobile phones. In the past going shopping was fun, something that you did with your friends or relatives. (37)_______________.Today, Facebook and other social media networks are the driving force behind online shopping. Companies target potential customers and online communities. If they advertise their brands and products in the right way people will talk about them, and news spreads throughout the online world much quicker than in the real world. Over 75% of all customers buy products after they have read reviews about them on the Internet. (38)_______________. An American-based cosmetics company, for example, has asked female customers to exchange beauty tips via the Internet. (39)_______________. A British based firm lets users play a game with play money in which they can go and buy virtual versions of products and have their friends comment on them. The new smartphone generation is likely to have an even greater impact on online shopping. While in a real store, customers often get reviews and price comparisons directly on their mobile. (40)_______________. Even some wise purchasers would go to a nearby place where they get it for a lower price. There are even apps which show you if there is a certain product on sale within a short distance of your location. A. But e-commerce is still growing. B. Customers prefer to order products online and wait for delivery at home. C. It was once a social event. D. They ask their net friends via the Internet about quality and design of certain products. E. In many cases, they would leave the shop and buy online later. F. Companies also encourage online shoppers to play games that focus around their products. 请填入正确答案相应的大写字母! 36. __________

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第4题
In November 2007—after the sale of nearly 1.4 mill...

In November 2007—after the sale of nearly 1.4 million iPhones—Time magazine named the sleek, 4.8-ounce device, originally available in a 4GB, $499 model and an 8GB, $599 model, its invention of the year. The iPhone went on sale in parts of Europe in late 2007 and in parts of Asia in 2008. In July 2008, Apple launched its online App Store, enabling people to download software applications that let them use their iPhones for games, social networking, travel planning and an ever growing laundry list of other activities. Apple went on to release updated models of the iPhone, including the 4S, which debuted in October 2011 and featured Siri, a new voice-activated digital assistant. We can conclude from the information in the passage that

A、each generation of the iPhone has been better than the last.

B、Siri was released after the App Store was launched.

C、the App Store is older than the iPhone.

D、the iPhone is more popular in Europe than in Asia.

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第5题
阅读理解:根据文章内容,判断正误。The Internet has been perhaps the greatest innovation in

阅读理解:根据文章内容,判断正误。

The Internet has been perhaps the greatest innovation in information technology. It has become an important tool with many advantages.

First, the Internet is a treasure house of information and knowledge on any topic. It is common practice now to search the web for resources and information for homework, office presentations, work projects and studies, etc.

Second, there are more and more massive open online courses (MOOCs). These MOOCs make it possible for people to carry out their learning any place around the world, and any time around the clock. As long as the learners have access to a digital device which is linked up to the Internet, they can enjoy browsing the pages or watching video lectures. In doing so, they have opportunities to learn from professors they otherwise would not be able to access.

Third, entertainment is one of the leading reasons people like the Web. Listening to music, playing games, watching movies, following the latest news about famous sports stars, movie stars and singers and looking into lifestyle. websites have become day-to-day activities of many Internet users.

One cannot imagine a social life without QQ or WeChat. These social apps have become our means for staying connected with friends, colleagues and family members, and staying in touch with the world.

Last but not least, we can do shop and do other businesses online. We can order goods, books, tickets and pay bills without having to leave our homes or offices.

操作提示:正确选T,错误选F。

1. You can use the Internet to do a lot of things.{T; F}

2. Now, only a few people know how to search the web for resources and information.{T; F}

3. With the Internet, one can learn online anytime and anywhere.{T; F}

4. QQ and WeChat are mentioned in the text as online shopping apps.{T; F}

5. You can order online, but you must go to a bank to pay your bills.{T; F}

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第6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7题
Which online technologies cannot be used for improving writing teaching?

A、Wiki

B、Online noticeboards and walls

C、Forums

D、Computer games

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第8题
Social Networking A large but long-in-the-tooth technology company hoping to become a bigg

Social Networking

A large but long-in-the-tooth technology company hoping to become a bigger force in online advertising buys a small start-up in a sector that everybody agrees is the next big thing. A decade ago, this was Microsoft buying Hotmail--the firm that established web-based e-mail as a must-have service for internet users, and promised to drive up page views, and thus advertising inventory, on the software giant's websites. This month it was AOL, a struggling web portal (入口网站) that is part of Time Warner, an old-media giant, buying Bebo, a small but up-and-coming online social network, for $ 850m.

Both deals, in their respective decades, illustrate a great paradox of the internet in that the premise underlying them is precisely half right and half wrong. The correct half is that a next big thing--web-mall then, social networking now--can indeed quickly become something that consumers expect from their favorite web portal. The non sequitur(推论,结论) is to assume that the new service will be a revenue-generating business in its own right.

Web-mall has certainly not become a business. Admittedly, Google, Microsoft, Yahoo!, AOL and other providers of web-mall accounts do place advertisements on their web-mail offerings, but this is small beer. They offer e-mail--and volumes of free archival (档案的) storage unimaginable a decade ago--because the service, including its associated address book, calendar, and other features, is cheap to deliver and keeps consumers engaged with their brands and websites, making users more likely to visit affiliated pages where advertising is more effective.

Social networking appears to be similar in this regard. The big internet and media companies have bid up the implicit valuations of MySpace, Facebook and others. But that does not mean there is a working revenue model. Sergey Brin, Google's co-founder, recently admitted that Google's "social networking inventory as a whole" was proving problematic and that the "monetization work we were doing there didn't pan out as well as we had hoped". Google has a contractual agreement with News Corp to place advertisements on its network, MySpace, and also owns its own network, Orkut. Clearly, Google is not making money from either.

Facebook, now allied to Microsoft, has fared worse. Its grand attempt to redefine the advertising industry by pioneering a new approach to social marketing, called Beacon, failed completely. Facebook's idea was to inform. a user's friends whenever he bought something at certain online retailers, by running a small announcement inside the friends' "news feeds". In theory, this was to become a new recommendation economy, an algorithmic (算术的) form. of word of mouth. In practice, users rebelled and privacy watchdogs cried foul. Mark Zuckerberg, Facebook's founder, admitted in December that "we simply did a bad job with this release" and apologized.

So it is entirely conceivable that social networking, like web-mail, will never make oodles of money. That, however, in no way detracts from its enormous utility. Social networking has made explicit the connections between people, so that a thriving ecosystem of small programs can exploit this "social graph" to enable friends to interact via games, greetings, video clips and so on.

But should users really have to visit a specific website to do this sort of thing? "We will look back to 2008 and think that we had to go to a destination like Facebook or LinkedIn to be social," says Charlene IA at Forrester Research, a consultancy. Future social networks, she thinks, "will be anywhere and everywhere we need and want them to be". No more logging on to Facebook just to see the "news feed" of updates from your friends; instead it will come straight to your e-mail inbox, RSS reader or instant messenger. No need to upload photos to Facebook to show them to friends, since those with priv

A.Y

B.N

C.NG

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第9题
According to the investigators,_____.A.the new and more sophisticated games allow the play

According to the investigators,_____.

A.the new and more sophisticated games allow the players to take parting real violent acts

B.the new and more sophisticated games teach the players how to kill other people

C.most computer and online games male the players forget the real life results

D.most computer and online games may cultivate young people with bad manners

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第10题
The way of managing online games is changing frOm selling software oriented toA.selling t

The way of managing online games is changing frOm selling software oriented to

A.selling the procedure oriented.

B.click rate oriented。

C.online services oriented.

D.fancy graphics oriented.

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