題目列表(包括答案和解析)
With his attention________on the shops along the roadside,he knocked an old man down while riding to school.
A concentrating B.concentrated C.to concentrate D.concentrates
答案 B
解析 考查詞組,故選B項。
B
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(總收入) 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.
55.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.
56.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.a(chǎn)mong the three largest online game markets
57.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.
58.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.
In the last century there were not 1 big towns in the U.S. 2 there are today.Most towns in the country were small.And in these small towns,the general store was 3 people 4 the things they couldn't made or grow at home.
5 the store sold 6 a good deal about life in the United States at that time.People bought tools that they needed on their farms.They bought salt,sugar,coffee and 7 that their farms didn't produce.They bought articles of 8 that they could not make themselves,and cloth or other materials that the 9 would make into dresses for themselves,shirts for the men and clothes for their children.
Life in the 10 century America was 11 .One proves that most people were satisfied with what they had 12 still they looked forward 13 courage to whatever the future would 14 them.It would be interesting to know 15 they would feel about life in the world today. 16 to them that life is too complex,or would they be glad to see that life is 17 in the past?
Nobody will 18 know the 19 people at that time would enjoy life today or not.Perhaps man is always the same of his kind.They did take things for granted,and also they did try to make life more comfortable.We have to admit that it is the same 20 people at present.
1.A.many B.so many C.so much D.a lot of
2.A.where B.like C.what D.as
3.A.where B.for C.in which D.that
4.A.made B.bought C.sold D.paid for
5.A.That B.No matter C.Which D.What
6.A.says B.talks C.refers D.tells
7.A.other things B.another food C.other foods D.foods and drinks
8.A.clothes B.clothing C.dresses D.suits
9.A.farmers B.men C.women D.children
10.A.eighteenth B.nineteenth C.twentieth D.next
11.A.easy B.simple C.interesting D.tiresome
12.A.and which B.and yet C.and that D.but what
13.A.in B.to C.of D.with
14.A.bring B.take C.happen to D.serve
15.A.what B.whether C.that D.how
16.A.Did it appear B.Would it seem C.What did it seem D.What appeared
17.A.still what it used to be B.better than what it was
C.much more easier than D.no more than it was
18.A.never B.always C.once D.ever
19.A.truth that B.fact whether C.idea how D.information of
20.A.as B.for C.with D.like
五、Cloze test(完形填空)20分
In the last century there were not 1 big towns in the U.S. 2 there are today.Most towns in the country were small.And in these small towns,the general store was 3 people 4 the things they couldn't made or grow at home.
5 the store sold 6 a good deal about life in the United States at that time.People bought tools that they needed on their farms.They bought salt,sugar,coffee and 7 that their farms didn't produce.They bought articles of 8 that they could not make themselves,and cloth or other materials that the 9 would make into dresses for themselves,shirts for the men and clothes for their children.
Life in the 10 century America was 11 .One proves that most people were satisfied with what they had 12 still they looked forward 13 courage to whatever the future would 14 them.It would be interesting to know 15 they would feel about life in the world today. 16 to them that life is too complex,or would they be glad to see that life is 17 in the past?
Nobody will 18 know the 19 people at that time would enjoy life today or not.Perhaps man is always the same of his kind.They did take things for granted,and also they did try to make life more comfortable.We have to admit that it is the same 20 people at present.
1.A.many B.so many C.so much D.a lot of
2.A.where B.like C.what D.as
3.A.where B.for C.in which D.that
4.A.made B.bought C.sold D.paid for
5.A.That B.No matter C.Which D.What
6.A.says B.talks C.refers D.tells
7.A.other things B.another food C.other foods D.foods and drinks
8.A.clothes B.clothing C.dresses D.suits
9.A.farmers B.men C.women D.children
10.A.eighteenth B.nineteenth C.twentieth D.next
11.A.easy B.simple C.interesting D.tiresome
12.A.and which B.and yet C.and that D.but what
13.A.in B.to C.of D.with
14.A.bring B.take C.happen to D.serve
15.A.what B.whether C.that D.how
16.A.Did it appear B.Would it seem C.What did it seem D.What appeared
17.A.still what it used to be B.better than what it was
C.much more easier than D.no more than it was
18.A.never B.always C.once D.ever
19.A.truth that B.fact whether C.idea how D.information of
20.A.as B.for C.with D.like
B
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(總收入) 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.
55.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.
56.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.a(chǎn)mong the three largest online game markets
57.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.
58.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.
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