题目内容
a recent report by market research firm iResearch. China's online game market generated revenue (总收入)
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.
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.
B. easily affected by the global economy
C. mainly based upon its home market
D. among the three largest online game markets
China's online game industry?
B. A drop in game imports to China.
C. The global economic downturn.
D. The development of technology in China.
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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