2014考研英語:閱讀經(jīng)典試題及詳解(三十)_跨考網(wǎng)

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  2014考研英語:閱讀經(jīng)典試題及詳解(三十)

  The bride and groom, a guitar-wielding rock vixen and a muscle-rippling dragon-slayer, make an odd couple-so it is hardly surprising that nobody expected their marriage. But on December 2nd the video-game companies behind "Guitar Hero" and "World of Warcraft", Activision and Vivendi Games respectively, announced plans for an elaborate merger. Vivendi, a French media group, will pool its games unit, plus $1.7 billion in cash, with Activision; the combined entity will then offer to buy back shares from Activision shareholders, raising Vivendi’s stake in the resulting firm to as much as 68%.

  Activision’s boss, Bobby Kotick, will remain at the helm of the new company, to be known as Activision Blizzard in recognition of Vivendi’s main gaming asset: its subsidiary Blizzard Entertainment, the firm behind "World of Warcraft", an online swords-and-sorcery game with 9.3m subscribers. The deal was unexpected, but makes excellent strategic sense, says Piers Harding-Rolls of Screen Digest, a consultancy. Activision has long coveted "World of Warcraft", and Vivendi gets a bigger games division and Activision’s talented management team to run it. As well as making sense for both parties, the $18.9 billion deal-the biggest ever in the video-games industry-says a lot about the trends now shaping the business.

  The first is a push into new markets, especially online multiplayer games, which are particularly popular in Asia, and "casual" games that appeal to people who do not regard themselves as gamers. "World of Warcraft" is the world’s most popular online subscription-based game and is hugely lucrative. Blizzard will have revenues of $1.1 billion this year and operating profits of $520m. "World of Warcraft" is really "a social network with many entertainment components," says Mr Kotick.

  Similarly, he argues, "Guitar Hero" and other games that use new kinds of controller, rather than the usual buttons and joysticks, are broadening the appeal of gaming by emphasising its social aspects, since they are easy to pick up and can be played with friends. Social gaming, says Mr Kotick, is "the most powerful trend" building new audiences for the industry. He is clearly excited at the prospect of using Blizzard’s expertise to launch an online version of "Guitar Hero" for Asian markets. Online music games such as "Audition Online", which started in South Korea, are "massive in Asia," says Mr Harding-Rolls.

  A second trend is media groups’ increasing interest in gaming. Vivendi owns Universal Music, one of the "big four" record labels. As the record industry’s sales decline, it makes sense to move into gaming, a younger, faster-growing medium with plenty of cross-marketing opportunities. (Activision might raid Universal’s back catalogue for material for its music games, for example, which might in turn boost music sales.) Other media groups are going the same way. Last year Viacom, an American media giant, acquired Harmonix, the company that originally created "Guitar Hero". It has been promoting its new game, "Rock Band", using its MTV music channel. Viacom has also created online virtual worlds that tie in with several of its television programmes, such as "Laguna Beach" and "Pimp My Ride". Disney bought Club Penguin, a virtual world for children, in August. And Time Warner is involved in gaming via its Warner Bros Home Entertainment division, which publishes its own titles and last month bought TT Games, the British firm behind the "Lego Star Wars" games.

  2022考研初復(fù)試已經(jīng)接近尾聲,考研學(xué)子全面進(jìn)入2023屆備考,跨考為23考研的考生準(zhǔn)備了10大課包全程準(zhǔn)備、全年復(fù)習(xí)備考計(jì)劃、目標(biāo)院校專業(yè)輔導(dǎo)、全真復(fù)試模擬練習(xí)和全程針對(duì)性指導(dǎo);2023考研的小伙伴針也已經(jīng)開始擇校和復(fù)習(xí)了,跨考考研暢學(xué)5.0版本全新升級(jí),無論你在校在家都可以更自如的完成你的考研復(fù)習(xí),暑假集訓(xùn)營(yíng)帶來了院校專業(yè)初步選擇,明確方向;考研備考全年規(guī)劃,核心知識(shí)點(diǎn)入門;個(gè)性化制定備考方案,助你贏在起跑線,早出發(fā)一點(diǎn)離成功就更近一點(diǎn)!

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