雅思听力真题(Part 4)

Gamification

游戏化:游戏技巧在商业中的应用

本篇也叫:游戏化、gamification、游戏化营销、游戏化机制、游戏化思维、游戏化应用

Part 4 · 考频:中频 · 最近考试:2023.5.6/2022.5.7/2020.8.16/2018.8.11

本篇为雅思听力真题(Part 4)《Gamification》,共 10 题,2023.5.6/2022.5.7/2020.8.16/2018.8.11雅思考试真题回忆,页面提供完整题目、答案与解析,并支持在线机考模式免费练习。本页同时提供 Markdown 版本 供 AI 助手与搜索引擎直接读取。

文章大意

文章介绍游戏化(gamification)现象,即把游戏思维和机制用于商业等非游戏场景,通过徽章、积分、虚拟货币等奖励激发竞争心理,类似航空公司的常旅客计划。还讲到游戏化用于社交媒体即时反馈、行为改变、职场培训(如飞行员模拟器),以及澳大利亚政府My FitBuddy健身App等案例。

题目与答案

  1. What is it?
    ·The use of gaming techniques in non-game situations
    ·In business, it is frequently used for 31_____

    答案:marketing

    原文定位:Up to now, its most common function has been marketing

    同义替换:「frequently」↔「most common」,「used」↔「function」

  2. ·Use people`s desire to win a reward
    ·Not a new idea, e.g. incentive schemes were first used by 32_____ .

    答案:airlines

    原文定位:Just think of the frequent flyer incentive schemes that were initiated by airlines to try and retain customers

    同义替换:「first」↔「initiated」,「Not a new idea」↔「has been around for years」

  3. Uses
    ·To get online 33_____ quickly

    答案:feedback

    原文定位:it is seen as an excellent way of obtaining almost instantaneous feedback through common social media sites

    同义替换:「get」↔「obtaining」,「quickly」↔「instantaneous」

  4. ·To persuade people to change their 34_____ .

    答案:behavior

    原文定位:as a means of trying to convince people through fun activities to alter their behavior

    同义替换:「persuade」↔「convince」,「change」↔「alter」

  5. ·For training purposes, e.g. simulators used by 35_____ and town planners.

    答案:pilots

    原文定位:Good examples of this are the aircraft simulators used by pilots or the urban simulators used by town planners

    同义替换:「training purposes」↔「education or training in the workplace」

  6. Successful examples
    ·Official campaigns
    - Australian government: to encourage people to 36_____ more
    - overseas local authority: to reward drivers for not speeding

    答案:exercise

    原文定位:In Australia, the government developed a smartphone app;whose aim was to help people get off the sofa and exercise

    同义替换:「encourage」↔「help」

  7. ·Health
    - a staircase at a station that worked like a 37_____

    答案:piano

    原文定位:the staircase next to it was transformed into a piano

    同义替换:「worked like」↔「transformed into」

  8. - a game that helps recovery when old people hurt their 38_____ in a fall

    答案:hand

    原文定位:When the elderly fall, the most common injury is not to the arm or the leg, but to the hand

    同义替换:「old people」↔「elderly」,「hurt」↔「injury」

  9. Things to consider
    ·It`s important for gamification to be 39_____ .

    答案:fun

    原文定位:First of all, there is no way it can work unless it is fun

    同义替换:「It`s important for」↔「no way it can work unless」

  10. ·Need to think about the laws regarding 40_____ .

    答案:privacy

    原文定位:they should always be mindful of their legal obligations in terms of legislation relating to privacy

    同义替换:「laws」↔「legislation」,「regarding」↔「relating to」,「think about」↔「mindful」

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