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E-Sports,short for electronic sports,is one of the growing industries in the world,with prizes totaling around $25 million up for grabs in some tournaments.E-Sports are professional multiplayer video game competitions.Any video game with a strong competitive element is considered e-Sports.The competition models itself after traditional professional sports in several ways:it uses corresponding tournament formats,involves player contracts,and is governed by regulations.The athletes who compete in e-Sports competitions are gamers.
   The history of e-Sports dates back to 1972 when some Stanford University students competed in the Intergalactic Space War Olympics for the opportunity to win a one-year subscription to the Rolling Stone Magazine.E-Sports pretty much continued on the rather quiet path until the 80s when competitions like the Space Invaders Championship shot them to the spotlight.2002 marked the beginning of a new era for the sport and laid the foundation for what e-Sports would become thanks to the release of the Xbox live,which brought online play to consoles.Halo Ⅱ became the first game to be shown on national television for Major League Gaming in 2004,paving the way for e-Sports to become a global phenomenon.
   Today,e-Sports are growing at a rapid pace thanks to advance in technology and the arrival of streaming services like Twitch which have exposed video game competitions to a new audience due to their extensive reach.
   To understand how much impact Twitch has made,data from gaming analyst group Newzoo show that e-Sports global audience increased 43 percent from 204 million to 292 million between 2014 and 2016.Interestingly,this coincides(一致)with Amazon's acquisition of Twitch in 2014 and its effort to make the competition a spectator sport.

(1)What do we know about e-Sports?
A
A

A.They are strongly competitive.
B.They spread worldwide overnight.
C.They totally differ from traditional ones.
D.The athletes in the sports are programmers.
(2)What is the main idea of Paragraph 2?
D
D

A.The origin of e-Sports.
B.The variety of e-Sports.
C.The advantages of e-Sports.
D.The development of e-Sports.
(3)How does the author feel about e-Sport's future?
C
C

A.Doubtful.
B.Uncertain.
C.Hopeful.
D.Worried.
(4)What is the purpose of quoting data in the last paragraph?
C
C

A.To introduce Newzoo.
B.To conduct a research.
C.To show the influence of Twitch.
D.To arouse the audience's interest.

【考點(diǎn)】社會(huì);說(shuō)明文
【答案】A;D;C;C
【解答】
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發(fā)布:2024/5/27 14:0:0組卷:12引用:2難度:0.6
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    發(fā)布:2024/11/5 23:0:1組卷:4引用:5難度:0.5
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