Вопрос задан 21.01.2025 в 18:00. Предмет Английский язык. Спрашивает Кравченко Елизавета.

1. what is the main purpose of this article? a. to examine the video game industry today
b. to predict future developments in the video game industry
c. to compare video games of the past with ones that are around today
d. to advise businesses how to use video games to advertise their products

2. in what way have the people who play video games changed in recent years?
a. the average age of gamers has lowered.
b. the average age of gamers has risen.
c. more gamers are playing games online.
d. fewer gamers are playing games online.

3. why might future computer games be more popular with middle-aged people?
a. because they will not require them be familiar with traditional games consoles.
b. because they will them skills that they can use in their jobs. c.because they allow them to play, cook or work in the garden, at the same time.
d. because middle-aged people of the future will have more time play computer games.

4. what will the main difference in video games of the future for younger players be?
a. they will require less effort to play.
b. they will become harder to finish.
c.they will be able to recognize players' emotions.
b.they will become more expensive buy.

5. what does the writer suggest businesses should do in the final paragraph?
A.make their own video games to advertise their products
b. make adverts for people who don't play video games
c. advertise their products on the covers of video game
D.advertise their products while people play a video game

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Ответы на вопрос

Отвечает Иванов Юрий.

  1. What is the main purpose of this article?

    The primary purpose of the article is a. to examine the video game industry today. The article explores the current landscape of the video game industry, focusing on how it has evolved and the trends that characterize it today. It likely includes insights into the demographic shifts in gamers, technological advancements, and how businesses might interact with this industry. This analysis is intended to provide readers with a snapshot of the current state of video gaming.

  2. In what way have the people who play video games changed in recent years?

    The article indicates that b. the average age of gamers has risen. This reflects the trend that gaming has become more popular among older demographics, not just younger audiences. The industry now attracts people from a broader range of ages, which may be due to more diverse game genres, accessibility on mobile devices, or changing societal views on gaming as a mainstream entertainment form.

  3. Why might future computer games be more popular with middle-aged people?

    Future computer games might appeal to middle-aged individuals a. because they will not require them to be familiar with traditional game consoles. This suggests that as technology advances, games may become more accessible through everyday devices, such as smartphones, tablets, or augmented reality interfaces, eliminating the need for specialized gaming consoles. This accessibility makes gaming more approachable for those who may not have grown up with traditional gaming equipment.

  4. What will the main difference in video games of the future for younger players be?

    The article suggests that a major innovation will be that future games c. will be able to recognize players' emotions. This means that games may incorporate technologies that respond to players' emotional states, creating a more interactive and personalized gaming experience. Such technology could involve facial recognition or emotional analysis through body language, offering a more immersive and adaptive gameplay experience.

  5. What does the writer suggest businesses should do in the final paragraph?

    In the concluding paragraph, the writer suggests that d. businesses should advertise their products while people play a video game. This implies that in-game advertising, where ads are integrated seamlessly into the gameplay environment, may be an effective strategy. This approach allows businesses to reach audiences in an unobtrusive and engaging manner, capitalizing on the time players spend within games.

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