问题 问答题

用300字的篇幅写一份情况报告,概述兰州牛肉面限价事件的来龙去脉。 

答案

参考答案:

2007年6月,兰州市牛肉拉面价格普遍上涨,市民意见非常强烈。针对这一情况,兰州市物价局本着解决市民民生问题的宗旨,联合兰州市工商局、质监局、卫生局和兰州牛肉拉面行业协会出台了《关于规范兰州市牛肉面行业价格行为的通知》,决定对兰州市牛肉面馆按特级、一级、二级、普通级四个级别进行分等定价。限价令出台后,引发了社会的普遍关注和争议。学术界认为单纯依靠行政手段不能从根本上解决民生问题;商家认为限价令的出台违背了市场经济的规律,损害了商家的利益;市民也对限价是否会影响拉面质量提出了质疑。

2007年底,兰州市物价局决定取消限价令,将牛肉面的价格调整权完全归还市场,牛肉面馆可根据原料价格的变化适当调整价格。

单项选择题
单项选择题

Remember Second Life, the virtual world that was supposed to become almost as important as the first one Now populated by no more than 84,000 avatars at a time, it has turned out to be a prime example of how short-lived Internet fads can be. Yet if many adults seem to have given up on virtual worlds, those that cater to children and teenagers are thriving. Several have even found a way to make money.

In America, nearly 10 million children and teenagers visit virtual worlds regularly, estimates eMarketer, a market researcher-a number the firm expects to increase to 15 million by 2013.As in January, there were 112 virtual worlds designed for under-18s with another 81 in development, according to Engage Digital Media, a market research firm.

All cater to different age groups and tastes. In Club Penguin, the market leader, which was bought by Disney in 2007 for a whopping $ 700 million, primary-school children can take on a penguin persona, fit out their own igloo and play games. Habbo Hotel, a service run from Finland, is a global hangout for teenagers who want to customise their own rooms and meet in public places to attend events. Gala Online, based in Silicon Valley, offers similar activities, but is visited mostly by older teens who are into Manga comics.

Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room. They are paid for in a private currency, which members earn by participating in various activities, trading items or buying them with real dollars.

This sort of stealth tax seems to work. At Gala Online, users spend more than $1 million per month on virtual items, says Craig Sherman, the firm’s chief executive. Running such a virtual economy is not easy, which is why Gaia has hired a full-time economist to grapple with problems that are well known in the real world, such as inflation and an unequal distribution of wealth.

There are other barriers that could limit the growth of virtual worlds for the young, but the main one is parents. Many do not want their offspring roaming virtual worlds, either because they are too commercial or are thought to be too dangerous. Keeping them safe is one of the biggest running costs, because their sponsors have to employ real people to police their realms.

Youngsters are also a fickle bunch, says Simon Levene of Accel Partners, a venture- capital firm. Just as children move from one toy to another, they readily switch worlds or social networks, often without saying goodbye.

Even so, Debra Aho Williamson, an analyst at eMarketer, believes "these worlds are a training ground for the three-dimensional web". If virtual worlds for adults, which so far have been able to retain only hardcore users, manage to hang on for a few years, they may yet have a second life.

In the first paragraph it says that "Several have even found a way to make money" Which of the following could possibly be the "way" ()

A. Sales of the copies of the game

B. Sales of virtual goods in the game

C. Sales of game peripheral goods, such as dolls and OST CDs

D. Development of different games towards gamers of different ages