Online games, social-network websites, and chat rooms are empowering and motivating for te
The writer is probably______.
A.a parent
B.a teenager
C.a teacher
D.a researcher
The writer is probably______.
A.a parent
B.a teenager
C.a teacher
D.a researcher
A.good service
B.more users
C.high speed movement
D.perfect graphics
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
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. __________
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.
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}
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
A、Wiki
B、Online noticeboards and walls
C、Forums
D、Computer games
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
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
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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