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题型:阅读理解-六选四 难度:0.4 引用次数:115 题号:14657928

The inside story of how a “band of misfits” saved Lego

When executives at toymaker Lego first learned that adults were buying large quantities of their interlocking plastic bricks and getting together to build Lego creations of their own, “they thought it was very strange,” says Paal Smith-Meyer.

    1     “Leadership actually thought ‘adults’ were taking away from the brand.”

Thanks to a handful of employees who worked to change attitudes inside the company, Lego is no longer embarrassed by its adult fans.     2     The bygone slogans “Just Imagine... ” and “Play On” have been overshadowed by Lego’s newest marketing motto: “Adults Welcome”. Even superstar athletes and entertainers like Ed Sheeran, Dwight Howard, and David Beckham boast openly about their affection for Lego building sets.

Today Lego is the world’s largest and most profitable toymaker. The Lego brick was named “Toy of the Century” in 1999, and in 2014 Time magazine crowned it the “Most Influential Toy of All Time”, ahead of Barbie, G.I. Joe, and the Easy Bake Oven.

The enthusiasm and buying power of Adult Fans of Lego — or AFOLs, as they’re known in the industry — played a major role in the company’s rise to the top.     3    

Lego founder Ole Kirk Kristiansen always knew he wanted to market his products exclusively to kids. As the company grew over its first six decades, few imagined that its products could appeal as much to adults as to children.     4     Two decades ago, when Lego began making licensed sets inspired by hit movies like Star Wars and Harry Potter, it was adult fans who snatched up most of the merchandise.

Despite the benefits AFOLs brought to the brand, executives at the company’s corporate offices in Billund, Denmark had little interest in catering to adult customers. As fan mail and product ideas poured in from AFOLs around the world, the company posted its off-putting position: “We don’t accept unsolicited ideas.”

“Adult fans were often seen as a source of irritation,” says Jake McKee, a Lego executive from 2000 to 2006 who oversaw the company’s Global Community Development team.

A.But insiders say the road from “kids only” to “adults welcome” was a long, uphill climb.
B.AFOLs are also organizing unofficial Lego fan conventions and networking in online user groups.
C.Gone are the days when labels on Lego boxes stated that the contents were appropriate only for boys ages 7 to 12.
D.Attitudes began to shift in the late 1990s and early 2000s when the once-invulnerable toymaker started to struggle.
E.AFOLs were having a dramatic impact on Lego’s bottom line years before the company recognized their value.
F.“Before the late 1990s, the company didn’t think their adult fans had value,” says Smith-Meyer, who held a variety of senior posts at Lego from 2000 to 2014.

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阅读理解-阅读单选(约410词) | 较难 (0.4)

【推荐1】Games both for adults and children are an excellent means to enhance a lot of physical and mental skills and bring them significant advantages. It has a greater educational influence than what individuals are aware of. Most kids with developmental disabilities that normally do not react to their surroundings often are transformed completely when playing games.

Indeed, games possess a remarkable impact on the sensory perception (感官知觉) at various levels. For instance, a baseball player learns to process it promptly when the baseball is actually coming towards him. He may be in danger of getting hurt, or it is now his turn. The player’s senses are stimulated to help him respond to anything that goes around him.

What’s more, games help contribute largely to the development of children’s getting along with others. Most children on account of issues at home, physical disability or shyness, find it challenging in reacting with others. This is the case with adults as well. It has been proven that kids will show enough improvement in their capability of cooperating with fellow playmates as well as increasing their popularity among their playmates due to the skills that are brought about via playing games. The tests conducted on shy adults also have similar outcomes.

It is games that teach kids in following certain self control levels and limits. For instance, a kid who is waiting for taking his turn will carefully think about his turn. In any game, taking turns indeed is an excellent means to make a player focus attention as he or she requires readjusting plans constantly based on the actions of others.

As a child grows older, his play gets complicated and needs more social skills. Children’s games must have fewer rules. However, as the players start growing older, the games begin having more regulations and rules which need greater self-control. It may be stated that there cannot be a better way of teaching self-control than engaging them in the right games. In fact, if a child develops fair play in the early stages of his or her life and takes part in activities which reinforce such value, this will prove to be a great thing for the society at large.

1. The writer mentions disabled kids in Paragraph 1 to mainly show that ______.
A.disabled kids don’t like to socialize with others
B.it’s hard to draw the attention of disabled kids
C.disabled kids aren’t skilled at playing games
D.playing games can benefit disabled kids a lot
2. According to Paragraph 2, what benefit can a player get from playing baseball?
A.He can reasonably predict the result of the game.
B.He can learn how to avoid getting hurt in games.
C.His sensory ability to respond can get improved.
D.He becomes much calmer to cope with terrible things.
3. What does Paragraph 3 mainly intend to tell us?
A.Playing games effectively enables people to become more social.
B.Adults should increase their popularity among their playmates in games.
C.Shy adults may find it more challenging to improve their cooperation ability.
D.Physical disability or shyness is the main cause for children’s mental problems.
4. What does the underlined word “value” in the last paragraph refer to?
A.Children’s contributions to the human society.
B.Children’s behaving properly through right games.
C.Children’s taking active part in many activities.
D.Children’s understanding more about games as they grow older.
5. What is the main purpose of the passage?
A.To show people’s misunderstandings about games.
B.To introduce a way to help children develop the society.
C.To prove the advantages of children’s playing games.
D.To explain how the disabled kids are affected by games.
2018-12-04更新 | 94次组卷
阅读理解-阅读单选(约320词) | 较难 (0.4)
名校
文章大意:这是一篇议论文。“游戏障碍”被世界卫生组织列为疾病。不同心理学家就游戏是否真的让人上瘾这一问题展开讨论。

【推荐2】On January 1st, 2018, “gaming disorder” — in which games are played uncontrollably, despite causing harm — gained recognition from the World Health Organization (WHO). Last year, China, the world’s biggest gaming market, announced new rules limiting children to just a single hour of play a day. Clinics are appearing around the world, promising to cure patients of their habit.

Are games really addictive? Psychologists have different opinions. The case for the defence is that this is just another moral panic. Similar warnings have been given about television, rock’ n’ roll, jazz, comic books, and even novels. As the newest form of mass media, gaming is merely enduring (忍受) its own time before it finally stops being controversial.

However, some argue that unlike rock bands or novelists, games developers have both the motive and the means to engineer their products to make them addictive. For one thing, the business-model has changed. In the old days games were bought once and for all. But these days, games are free and money is earned from purchases of in-game goods, which ties playtime directly to developers’ income. For another, games makers combine psychological theory and data, which helps them maximize the playtime. Smartphones and modern video game machines use their permanent Internet connections to send gameplay data back to developers. That allows products to be constantly adjusted to increase spending on games.

The gaming industry should realize that, in the real world, it has a problem, and that problem is growing. Now that gaming addiction comes with an official WHO recognition, diagnoses (诊断) become more common. Clinics are already reporting booming business, as lockdowns have given gamers more time to spend with their hobby. And being put together in the public mind, fairly or not, with gambling will not do the industry any favours.

1. What is the function of Paragraph 1?
A.To arouse the readers’ interest about the topic.
B.To inform the readers of the harmful effects of games.
C.To discuss whether it is necessary to panic about games.
D.To show growing public concern about the problem of games.
2. Why is television, together with other media forms, mentioned in Paragraph 2?
A.To prove that the panic over games will fade away.
B.To show that they are as highly addictive as games.
C.To compare the differences among these media forms.
D.To argue that these media forms are not harmful at all.
3. How do games developers make games addictive?
A.They don’t charge players for in-game goods.
B.They adjust products based on received data.
C.They reward top players with more playtime.
D.They keep players’ video game machines updated.
4. In the last paragraph, the author aims to ______.
A.offer a suggestionB.make a prediction
C.give a warningD.put forward a solution
2022-08-29更新 | 421次组卷
阅读理解-七选五(约280词) | 较难 (0.4)
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【推荐3】Real﹣life Room Escape games

Real﹣life room escape Gaines are a type of physical adventure genre in which people are locked in a room with other participants and have to use the things in the room to settle a series of puzzles, find clues, and escape the room within a set time limit.

The games are based on Escape the Room video games, such as Crimson Room and QP﹣Shot, created by Tacitus Takagi in 2005, in which the player is locked inside a room and must explore his or her surroundings in order to escape     1     Other inspirations include adventure board games and movies. Real﹣life room escape games are becoming popular in the United States, Japan, and China     2     For example, some games require you to escape prison cells while others require you to escape space stations.

    3     Soon, they were exported to North America, Asia and Australia. Examples include the two pioneer companies Hint Hunt and Adventure Rooms.

The games were so successful that new locations began opening up across China, in cities big and small, according to a newspaper. In the southern city of Shenzhen, for example, the first escape game location opened last August.     4     "These real﹣life escape games can help those who stay at home on them computers and iPads all day to experience real social circles, " said Tian Xiaochuan, who owns two room escape game stores in Jinan. Frailer this year. The South China Morning Post said the real﹣life escape games are a hit among, "highly stressed students and overworked young professionals".     5     Some players get so involved that they tear down equipment or decorations inside their "prisons", as Zhu Yumeng chief operating officer of a Beijing room escape game store told China Daily.

A.Players must be observant and use their critical thinking skills to escape the room.
B.They should also be brave enough to face their fears.
C.Permanent real life escape games in a fixed location were first opened in Europe.
D.Sometimes the excitement becomes a bit much, though.
E.Escape games have been held in some stores.
F.And seven new game locations quickly followed.
G.Each game adds local themes to settings.
2020-08-08更新 | 260次组卷
共计 平均难度:一般