Play Time

导读

在地铁上,10个拿手机的人,8个都在玩手游。从刀塔传奇,阴阳师,再到现在几乎每个人痴迷的王者荣耀,游戏已经成为了人们放松,舒缓压力的一种方式。而所有玩游戏的都知道有这么一群大神,大神们以玩游戏为业,获取了一票迷妹不说,金子也是滚滚来。这群人就是电竞选手。
这篇文章讲述的就是E-sports电竞这个行业。首先通过刚刚在西雅图一个体育场结束的电竞比赛的盛况描述引入,给读者介绍这个行业。对于电竞选手来说,Their most important muscles are those in their fingers,当然更重要的是敏捷的脑子。电竞让很多人找到了新的人生高潮点,事业第二春。
接下来这篇文章的目光转向了该行业的背后,是谁在操纵,是谁在投资?文章中介绍了一批有着鸿鹄之志的人,想要将电竞搞成像是足球那样,成为公众消遣,休闲的一种娱乐方式。现在电竞更多的是一种marketing tool to sell games. 还有另一批对这个行业虎视眈眈,那就是视频端,因为很多人都是通过online platforms观看比赛的,这些人也从中看到了商机,比如迪士尼,比如亚马逊,比如腾讯。

更多剧透

第一步:解决高频单词

detonate ['detəneɪt]

v. (使)爆炸;触发(一连串事件)

waft [wɑft]

v.吹拂;(随风)飘荡;使飘荡;n.一阵

merchandise ['mɜrtʃən.daɪz]

n.商品;货品;相关商品;指定商品;v.推销;(运用广告等进行)销售

moniker ['mɑnɪkər]

n.名字;绰号

tournament ['tɜrnəmənt]

n.锦标赛;联赛;(中世纪的)骑马比武

nirvana [nər'vɑnə]

n.涅槃(超脱一切烦恼的境界)

bespectacled [bɪ'spektək(ə)ld]

adj.戴眼镜的

excel [ɪk'sel]

v.擅长;善于;突出;胜过平时

e-sports 

电子竞技;电子竞技运动

sponsorship ['spɑnsərʃɪp]

n.资助;主办;赞助款;倡议

outnumber [aʊt'nʌmbər]

v.(在数量上)压倒

60p

第二步:精读重点段落

(Tips: 双击文中单词可以查释义并加入你的生词本哦)

[2] But the players in this tournament had no need to catch, throw or run. Their most important muscles are those in their fingers. MinD_ContRoL, a bespectacled Bulgarian named Ivan Ivanov, excels at a computer game called “Dota 2”. Valve Corporation is the producer of “Dota 2”. It has put on The International since 2011, offering more than $10m to this year’s winners. The prize money is particularly rich, but the tournament itself is not unusual. E-sports, in which computer gamers compete before thousands of fans in person and millions more online, is on the rise.

  • bespectacled 戴眼镜的
  • excel 超越,超过
  • e-sports 电竞

[3] E-sports is gradually assembling all the trappings of mainstream sports: corporate sponsorships, professional managers, salaried players and even announcers who wear suits and make bad jokes. Last year Peter Guber, a co-owner of the Golden State Warriors basketball team, led a group of investors to buy a majority stake in Team Liquid for an undisclosed sum. His partners included Magic Johnson, a former basketball star, and Steve Case, a founder of AOL, an online service.

  • assemble 聚集;集合;装配(机器等)
  • sponsorship 赞助,投资
  • stake 股份;桩;赌注

[6] That may change. Media companies are hungry for content that can win viewers’ attention; e-sports has a young, passionate audience. Super Data estimates that 258m people will watch e-sports this year, up by 20% from 2016, through online platforms such as Twitch. Giant firms have taken an interest. Amazon, an e-commerce juggernaut, bought Twitch in 2014 for nearly $1bn. Disney will soon have a controlling stake in BAM Tech, a video-streaming firm that last year agreed to pay $300m for the rights to stream tournaments for a game called “League of Legends” until 2023. (The game’s 100m monthly active players outnumber the population of Germany.) The owner of “League of Legends” is Tencent, a Chinese internet giant.

  • juggernaut 重型卡车;不可抗拒的强大力量;无法控制的强大机构
  • League of Legends 英雄联盟
  • outnumber (在数量上)压倒
85p

第三步:攻克必学语法

同位语

看我们文章中的例句:
MinD_ContRoL, a bespectacled Bulgarian named Ivan Ivanov, excels at a computer game called “Dota 2”.

句子的主语是:MinD_ContRoL,这个主语是个奇奇怪怪的东西,什么鬼,紧接着主语和谓语中间插入另外一个名词进行修饰a bespectacled Bulgarian named Ivan Ivanov,这个修饰的东西就是主语的同位语。
一个名词作另外一个名词的修饰语就是它的同位语,名词和自己同位语的关系往往是单复数相同,含义接近。

比如:
Apple, a kind of fruit, ….
China, the biggest developing country, …
Adam Smith, a leading figure in Scottish enlightenment, wrote two major books.
这个句子的主语同位语就是a leading figure in Scottish enlightenment。

100p

加分任务:精读全文

在之前的三步后,你已经完全具备了精读全文的能力。再多花半个小时,让你的学习效果达到120%!

查看/展开全文


下载音频

(Tips: 双击文中单词可以查释义并加入你的生词本哦)

Play time

Computer-game tournaments advance to the next level

[1] FIREWORKS detonated, smoke wafted over the stage and confetti began to fall. Seventeen thousand fans cheered the European players of Team Liquid, with monikers like “MinD_ContRoL” and “MATUMBAMAN”, who had just triumphed over a Chinese side to win The International, a tournament held in Seattle’s Key Arena on August 7th-12th. In the stands Max Martinez, a 25-year-old bartender from Phoenix, was in a state of nirvana. “This is like my Super Bowl,” he said.

  • detonated 爆炸的
  • wafted 飘荡
  • confetti 五彩纸屑
  • monikers 绰号
  • tournament 锦标赛
  • nirvana 涅槃

[2] But the players in this tournament had no need to catch, throw or run. Their most important muscles are those in their fingers. MinD_ContRoL, a bespectacled Bulgarian named Ivan Ivanov, excels at a computer game called “Dota 2”. Valve Corporation is the producer of “Dota 2”. It has put on The International since 2011, offering more than $10m to this year’s winners. The prize money is particularly rich, but the tournament itself is not unusual. E-sports in which computer gamers compete before thousands of fans in person and millions more online, is on the rise.

  • bespectacled 戴眼镜的
  • excels 超越
  • e-sports 电竞

[3] E-sports is gradually assembling all the trappings of mainstream sports: corporate sponsorships, professional managers, salaried players and even announcers who wear suits and make bad jokes. Last year Peter Guber, a co-owner of the Golden State Warriors basketball team, led a group of investors to buy a majority stake in Team Liquid for an undisclosed sum. His partners included Magic Johnson, a former basketball star, and Steve Case, a founder of AOL, an online service.

  • assembling 组合
  • sponsorships 赞助
  • stake 赌注

[4] Their goal is for e-sports teams to compete with conventional ones for viewers and bigger corporate sponsorships. “How do we make this into football, bowling, the beer-and-chips crowd?” asks Joost van Dreunen of Super Data Research, a firm that tracks the gaming industry.

[5] It still has a long way to go. Last year e-sports earned $900m, mainly from advertising, ticket sales and merchandise, according to SuperData, compared with $83bn from sales for mobile, computer and console games. Viewers watch for free. For now, the main value of e-sports is as a marketing tool to sell games.

  • merchandise 商品

[6] That may change. Media companies are hungry for content that can win viewers’ attention; e-sports has a young, passionate audience. Super Data estimates that 258m people will watch e-sports this year, up by 20% from 2016, through online platforms such as Twitch. Giant firms have taken an interest. Amazon, an e-commerce juggernaut, bought Twitch in 2014 for nearly $1bn. Disney will soon have a controlling stake in BAMTech, a video-streaming firm that last year agreed to pay $300m for the rights to stream tournaments for a game called League of Legends” until 2023. (The game’s 100m monthly active players outnumber the population of Germany.) The owner of “League of Legends” is Tencent, a Chinese internet giant.

  • juggernaut 巨头
  • League of Legends 英雄联盟
  • outnumber 数量上压制

[7] Nevertheless, gamers face several obstacles before they can compete with established sports. Although big brands are beginning to sponsor event sand teams, Mr van Dreunen says, they are still tentative and invest only small amounts. Another challenge is accessibility. Most viewers play the games themselves, some of which, like “Dota 2”, can boggle the mind. Devotees prefer complex games, but e-sports will need simpler ones to win new fans. In Seattle Mr Martinez described Team Liquid’s moves as “epic, like insane”. More than a few novice viewers would apply only the second label.

  • obstacles 阻碍
  • tentative 尝试
  • boggle 使犹豫不决
200p

detonate ['detəneɪt]

v. (使)爆炸;触发(一连串事件)

waft [wɑft]

v.吹拂;(随风)飘荡;使飘荡;n.一阵

merchandise ['mɜrtʃən.daɪz]

n.商品;货品;相关商品;指定商品;v.推销;(运用广告等进行)销售

moniker ['mɑnɪkər]

n.名字;绰号

tournament ['tɜrnəmənt]

n.锦标赛;联赛;(中世纪的)骑马比武

nirvana [nər'vɑnə]

n.涅槃(超脱一切烦恼的境界)

bespectacled [bɪ'spektək(ə)ld]

adj.戴眼镜的

excel [ɪk'sel]

v.擅长;善于;突出;胜过平时

e-sports 

电子竞技;电子竞技运动

sponsorship ['spɑnsərʃɪp]

n.资助;主办;赞助款;倡议

outnumber [aʊt'nʌmbər]

v.(在数量上)压倒

不要一时兴起,就要天天在一起

明天见!


下载音频

Play time

Computer-game tournaments advance to the next level

[1] FIREWORKS detonated, smoke wafted over the stage and confetti began to fall. Seventeen thousand fans cheered the European players of Team Liquid, with monikers like “MinD_ContRoL” and “MATUMBAMAN”, who had just triumphed over a Chinese side to win The International, a tournament held in Seattle’s Key Arena on August 7th-12th. In the stands Max Martinez, a 25-year-old bartender from Phoenix, was in a state of nirvana. “This is like my Super Bowl,” he said.

[2] But the players in this tournament had no need to catch, throw or run. Their most important muscles are those in their fingers. MinD_ContRoL, a bespectacled Bulgarian named Ivan Ivanov, excels at a computer game called “Dota 2”. Valve Corporation is the producer of “Dota 2”. It has put on The International since 2011, offering more than $10m to this year’s winners. The prize money is particularly rich, but the tournament itself is not unusual. Esports, in which computer gamers compete before thousands of fans in person and millions more online, is on the rise.
 
[3] E-sports is gradually assembling all the trappings of mainstream sports: corporate sponsorships, professional managers, salaried players and even announcers who wear suits and make bad jokes. Last year Peter Guber, a co-owner of the Golden State Warriors basketball team, led a group of investors to buy a majority stake in Team Liquid for an undisclosed sum. His partners included Magic Johnson, a former basketball star, and Steve Case, a founder of AOL, an online service.
 
[4] Their goal is for e-sports teams to compete with conventional ones for viewers and bigger corporate sponsorships. “How do we make this into football, bowling, the beer-and-chips crowd?” asks Joost van Dreunen of Super Data Research, a firm that tracks the gaming industry.
 
[5] It still has a long way to go. Last year e-sports earned $900m, mainly from advertising, ticket sales and merchandise, according to SuperData, compared with $83bn from sales for mobile, computer and console games. Viewers watch for free. For now, the main value ofe-sports is as a marketing tool to sell games.
 
[6] That may change. Media companies are hungry for content that can win viewers’ attention; e-sports has a young, passionate audience. Super Data estimates that 258m people will watch e-sports this year, up by 20% from 2016, through online platforms such as Twitch. Giant firms have taken an interest. Amazon, an e-commerce juggernaut, bought Twitch in 2014 for nearly $1bn. Disney will soon have a controlling stake in BAMTech, a video-streaming firm that last year agreed to pay $300m for the rights to stream tournaments for a game called “League of Legends” until 2023. (The game’s 100m monthly active players outnumber the population of Germany.) The owner of “League of Legends” is Tencent, a Chinese internet giant.
 
[7] Nevertheless, gamers face several obstacles before they can compete with established sports. Although big brands are beginning to sponsor event sand teams, Mr van Dreunen says, they are still tentative and invest only small amounts. Another challenge is accessibility. Most viewers play the games themselves, some of which, like “Dota 2”, can boggle the mind. Devotees prefer complex games, but esports will need simpler ones to win new fans. In Seattle Mr Martinez described Team Liquid’s moves as “epic, like insane”. More than a few novice viewers would apply only the second label.

下载PDF版