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标题: 【揽瓜阁3.0】Day7 2020.07.26【社会科学-商业】【社会科学-医疗】 [打印本页]
作者: 妥妥 时间: 2020-7-25 22:26
标题: 【揽瓜阁3.0】Day7 2020.07.26【社会科学-商业】【社会科学-医疗】
揽瓜阁俱乐部第三期
Day7 2020.07.26
【社会科学-商业】
Tencent has used stealth to become a gaming superpower
(1005字 精读 必做篇)
Tencent, the world’s biggest gaming company, gives away most of its video games for nothing. Lest anyone think that the Chinese tech giant, which has a market value of $580bn, has a heart of gold, think again. It makes most of its gaming sales by encouraging players to buy virtual clothing, weapons, explosives and the like. These are usually cheap but prices increase depending on their cosmetic appeal or effectiveness in blasting an opponent to smithereens. For reasons known only to gamers, they willingly pay. During the lockdown in China, gaming revenues soared.
In the real world, that same scattershot purchasing model is one that Tencent has used to build, stealthily, a bridgehead in the global gaming industry. This year it has taken stakes in two Japanese games developers. Last year it took control of Supercell, a Finnish creator in which it had already invested about $8.6bn. It owns 100% of Riot Games, American publisher of “League of Legends”, and in the past decade has amassed stakes in more than a dozen other of the world’s hottest game developers, including Epic, owner of the smash hit “Fortnite”. According to Technode, which reports on Chinese tech firms, in that time it has made more than 100 other investments in fintech and artificial intelligence, particularly in America. It has stakes in household names such as Tesla, Uber, Snapchat and Spotify, and opens its chequebook for digital pioneers in India and the rest of Asia. Yet unlike other Chinese-owned, globe-spanning firms such as Huawei and TikTok, it rarely faces the sort of public backlash that has grown common as a result of America’s tensions with China. Its unique approach to international gaming helps explain why.
Until recently, Tencent’s gaming acquisitions overseas looked more like disparate bets than part of a strategic master-plan, which helped keep them under the radar. That is because Tencent’s main focus has always been China, where WeChat, its chat service-turned-superapp of 1.2bn users, drives traffic for gaming, streaming services such as music and video, digital payments and business services, as well as generating copious advertising. Gaming has long been Tencent’s biggest cash generator. Though its share of revenues is falling as Tencent diversifies into the business market and fintech, its high profitability remains crucial for keeping the wheels of the digital leviathan running. The company controls more than half of China’s $33bn gaming market, and has helped pioneer gaming on smartphones, where China leads the world. For foreign gaming companies that receive its cash, one of the main attractions has been to go into partnership with Tencent to bring their games into China.
Notwithstanding the first-quarter surge, gaming growth in the Middle Kingdom is no longer setting the blistering pace of a few years ago and, as so often in China, the state has intruded. In 2018-19 the gaming industry was kneecapped by President Xi Jinping’s crackdown on online addiction, blood, butchery, boobs and bums (there are rules for how much skin a female avatar can show). Faced with domestic headwinds, David Dai of Bernstein, an equity-research firm, says Tencent will quintuple gaming revenue from overseas from a pittance last year to about $3.5bn in 2021. It will do that by building on partnerships with foreign firms in which it holds stakes to make mobile games for the global market. Last year one of its studios developed a mobile version of “Call of Duty”, Activision Blizzard’s pc and console blockbuster. It was the biggest launch of a mobile game ever. This year, it is working with Riot to launch a smartphone version of “League of Legends”, the most popular desktop game in history. Ultimately, as a Tencent insider puts it, the dream is to “go it alone”; ie, to produce a Tencent game somewhere in the world that is a global hit.
If that happens, Tencent’s higher profile will generate a bigger risk of geopolitical flak, even if gaming is hardly a strategic threat to anyone. Yet the way it operates its sprawling empire may provide it with cover. Tencent stands apart from many Chinese firms by the freedom it gives the companies it invests in to act with autonomy, to compete fiercely against each other (and Tencent itself), and by promising to keep most of their data out of its clutches. This is particularly true in gaming, says Steven Messner, a specialist on Chinese gaming at PC Gamer, an industry publication. “It is not in the business of telling companies what to do.”
Some investors would like it to be more proactive in knitting its disparate strands together, to cash in more effectively on people’s data and boost its advertising revenues. Some grumble on Reddit, a fire-hose of gamer chat (in which Tencent also owns a stake), about the risks its acquisitions pose. But so far its global gaming investments have been spared the scrutiny from American authorities which other big Chinese firms have faced. If they focus at all on Tencent, it is on WeChat, because of allegations it is used to support surveillance and censorship in China. Yet WeChat is not used with gaming in the rest of the world. One reason for the China hawks’ relaxed attitude may be because of Tencent’s strategically ambiguous and hands-off approach to its gaming assets.
In fact, Tencent could be a force for good if it promotes mobile gaming globally. More than two-thirds of Chinese gamers play on their smartphones, compared with just over a third of American ones; the latter have five years of catching up to do. Tencent also hopes to develop cloud-gaming, in which 5g smartphones and faster connectivity enable players to stream games as easily as films, and increase use of augmented and virtual reality in mobile gaming. The trouble is that its partner in both endeavours in China is Huawei, which will raise hackles in America. Expect to hear more about Tencent’s global gaming prowess in the future. Tencent, of course, will hope that this attention is not because it, too, gets caught up in Sino-American bangs and explosions.
Source: The Economist
【社会科学-医疗】
How fast can a vaccine be made?
(724字 5分33秒 听力 必做篇)
先做听力再核对原文哦~
听力视频下载链接及提取码:
链接:https://pan.baidu.com/s/1Ah2ncqcsPY9MHfhnNwOQAg
提取码:xxcf
When a new pathogen emerges, our bodies and healthcare systems are left vulnerable. In times like these, there’s an urgent need for a vaccine to create widespread immunity with minimal loss of life. So how quickly can we develop vaccines when we need them most?
Vaccine development can generally be split into three phases. In exploratory research, scientists experiment with different approaches to find safe and replicable vaccine designs. Once these are vetted in the lab, they enter clinical testing, where vaccines are evaluated for safety, efficacy, and side effects across a variety of populations. Finally, there’s manufacturing, where vaccines are produced and distributed for public use.
Under regular circumstances, this process takes an average of 15 to 20 years. But during a pandemic, researchers employ numerous strategies to move through each stage as quickly as possible.
Exploratory research is perhaps the most flexible. The goal of this stage is to find a safe way to introduce our immune system to the virus or bacteria. This gives our body the information it needs to create antibodies capable of fighting a real infection. There are many ways to safely trigger this immune response, but generally, the most effective designs are also the slowest to produce.
Traditional attenuated vaccines create long lasting resilience. But they rely on weakened viral strains that must be cultivated in non-human tissue over long periods of time. Inactivated vaccines take a much faster approach, directly applying heat, acid, or radiation to weaken the pathogen. Sub-unit vaccines, that inject harmless fragments of viral proteins, can also be created quickly. But these faster techniques produce less robust resilience.
These are just three of many vaccine designs, each with their own pros and cons. No single approach is guaranteed to work, and all of them require time-consuming research. So the best way to speed things up is for many labs to work on different models simultaneously. This race-to-the-finish strategy produced the first testable Zika vaccine in 7 months, and the first testable COVID-19 vaccine in just 42 days. Being testable doesn’t mean these vaccines will be successful. But models that are deemed safe and easily replicable can move into clinical testing while other labs continue exploring alternatives.
Whether a testable vaccine is produced in four months or four years, the next stage is often the longest and most unpredictable stage of development. Clinical testing consists of three phases, each containing multiple trials. Phase I trials focus on the intensity of the triggered immune response, and try to establish that the vaccine is safe and effective. Phase II trials focus on determining the right dosage and delivery schedule across a wider population. And Phase III trials determine safety across the vaccine’s primary use population, while also identifying rare side effects and negative reactions.
Given the number of variables and the focus on long-term safety, it’s incredibly difficult to speed up clinical testing. In extreme circumstances, researchers run multiple trials within one phase at the same time. But they still need to meet strict safety criteria before moving on. Occasionally, labs can expedite this process by leveraging previously approved treatments. In 2009, researchers adapted the seasonal flu vaccine to treat H1N1— producing a widely available vaccine in just six months. However, this technique only works when dealing with familiar pathogens that have well-established vaccine designs.
After a successful Phase III trial, a national regulatory authority reviews the results and approves safe vaccines for manufacturing. Every vaccine has a unique blend of biological and chemical components that require a specialized pipeline to produce. To start production as soon as the vaccine is approved, manufacturing plans must be designed in parallel to research and testing. This requires constant coordination between labs and manufacturers, as well as the resources to adapt to sudden changes in vaccine design— even if that means scrapping months of work.
Over time, advances in exploratory research and manufacturing should make this process faster. Preliminary studies suggest that future researchers may be able to swap genetic material from different viruses into the same vaccine design. These DNA and mRNA based vaccines could dramatically expedite all three stages of vaccine production. But until such breakthroughs arrive, our best strategy is for labs around the world to cooperate and work in parallel on different approaches. By sharing knowledge and resources, scientists can divide and conquer any pathogen.
Source: TED
【笔记格式要求】
精读笔记格式要求:
1.总结文章中心大意
2.总结分论点或每段段落大意
3.摘抄印象深刻或者觉得优美的句子
4.总结文章中的生词
5.记录阅读时间、总结时间、总时间
精听笔记格式要求:
1.逐句听写整篇文章
2.对照原文修改听写稿,标记出错原因
3.总结文章中心大意
4.总结精听过程中的生词
5.记录听写时间、总结时间、总时间
泛听笔记格式要求:
1.听整篇文章,总结文章中心大意
2.对照原文,总结泛听过程中的重点生词
3.记录泛听次数、总时间
这里也给大家三点学习小建议哦~
精读:如遇到读不懂的复杂句,建议找出句子主干,分析句子成分,也可以尝试翻译句子来帮助理解~
精听:建议每句不要反复纠结听,如果听 5 遍都没听出来,那就跳过,等完成后再回听总结原因,时间宝贵,不要过于执着哦~
泛听:每次听全文,边听边记录,不要逐句听或中间暂停,如果听 5 遍都没听懂,那就对照原文总结大意和原因,时间宝贵,不要过于执着哦~
作者: 妥妥 时间: 2020-7-25 22:26
揽瓜阁俱乐部,自「language」一词谐音而来,是一个为帮助大家提升英语语言能力而建立的学习小团队。在这里,我们将定时发布涵盖各类话题的外刊语料,供大家练习听、读。同时还设置了严格的打卡机制,督促大家克服懒惰坚持学习。
同时我们也招募volunteer协助维护团队,确保学习活动顺利开展~大家一起营造积极向上的学习氛围~
想要提升英语能力的小伙伴,快快添加微信(theTOEFL)报名加入吧,大家一起观尽天下新鲜事,览遍四海热议瓜~
作者: Garfieldsu 时间: 2020-7-26 00:50
day 7 打卡
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Day 7 打卡
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day7
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打卡咯
作者: YLEmily 时间: 2020-7-26 19:50
DAY 7
作者: Carlisler 时间: 2020-7-26 21:02
Day 7 打卡
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作者: Dovis 时间: 2020-7-26 21:19
揽瓜阁 Day 7
精读 Tencent has used stealth to become a gaming superpower
一 文章大意
作为全球最大的游戏公司,腾讯在全球持股了多家游戏公司。由于国内对网络游戏的政策限制,腾讯希望通过海外合作公司推广游戏达成营收目标。但这一举动也可能引起地缘政治攻讦(比如中美关系),也会是一股促进5G手机使用的力量。
二 段落总结
- 腾讯作为全球最大游戏公司,通过出售游戏装备武器等获取利润,在疫情隔离期间营收疯涨。
- 在现实世界中,腾讯通过收购兼并或购买股权的方式,独占全球游戏行业鳌头。
- 腾讯在海外的游戏收购似乎更像是分散的赌注而不是战略总体计划的一部分。其主体业务仍旧在国内,海外的游戏公司借助其社交账号体系入驻中国。
- 尽管第一季度营收激增,但受到国内游戏业的政策限制,腾讯准备把目光放在国外,通过与外国控股游戏公司建立合作伙伴关系来打造网络游戏,并在全球范围推广。
- 按照以上策略的话,腾讯很容易受到地域政治攻讦,尽管游戏公司很难对任何人产生战略威胁。
- 有投资者希望腾讯能更有效地利用人们的数据来赚钱并增加其广告收入,但这个倡议也会引来争议。
- 由于其在全球推广游戏的策略,腾讯也能成为正面促进云游戏和5G手机普及的利器。但这样可能会引起美国的骚乱。
三 生词摘录
Lest 免得; 以免; (引出产生某种情感的原因) 唯恐,担心
smithereens 小片; 碎片;
scattershot 无针对性的; 随便的; 任意的; 漫无目的的
bridgehead 桥头堡(部队在敌占区内夺取的据点); (进一步前进的) 立足点,据点
amass (尤指大量) 积累,积聚
smash (哗啦一声) 打碎,打破,破碎; (使) 猛烈撞击,猛烈碰撞; (用力) 撞开,击穿,闯过
backlash (对社会变动等的) 强烈抵制,集体反对
copious 大量的; 充裕的; 丰富的
leviathan 利维坦(《圣经》中的怪兽); 庞然大物
Notwithstanding 虽然; 尽管
blistering (描述体育动作) 迅速的,劲头十足的; 酷热的; 言辞激烈的; 尖刻的
intrude 闯入; 侵入; 打扰; 扰乱; 侵扰
quintuple (使) 成为五倍
pittance 微薄的工资; 极少的报酬
console 安慰; 抚慰; 慰藉
sprawl 伸开四肢坐(或躺); 蔓延; 杂乱无序地拓展
flak 高射炮; 高射炮火; 严厉批评; 抨击
grumble 咕哝; 嘟囔; 发牢骚; 咕隆; 发轰隆声
scrutiny 仔细检查; 认真彻底的审查
allegation (无证据的) 说法,指控
surveillance (对犯罪嫌疑人或可能发生犯罪的地方的) 监视
censorship 审查; 检查; 审查制度
augment 增加; 提高; 扩大
prowess 非凡的技能; 高超的技艺; 造诣
kneecap 用枪击穿膝盖骨,击碎膝盖骨
四 句子摘抄
Tencent stands apart from many Chinese firms by the freedom it gives the companies it invests in to act with autonomy, to compete fiercely against each other (and Tencent itself), and by promising to keep most of their data out of its clutches.
五 用时记录
通读 13min 总结41min 共计61min
作者: ppxstar 时间: 2020-7-26 21:30
Day 7 打卡~~
作者: IvyPei 时间: 2020-7-26 21:39
Day7 打卡! [url=]Day7听力.pdf[/url][url=]Day7 阅读.pdf[/url]
作者: chealsea 时间: 2020-7-26 21:43
day 7打卡
作者: N0ire 时间: 2020-7-26 21:50
Day 7打卡
作者: 啊哒 时间: 2020-7-26 22:19
打卡
作者: cgvmc 时间: 2020-7-26 22:29
DAY7
作者: wanglu1994143 时间: 2020-7-26 22:29
打卡
作者: 龙驾马 时间: 2020-7-26 22:34
阅读笔记
中心大意
近期在疫情蔓延的情况下,腾讯游戏业务继续增长,但是它也正在面临游戏业务转型和全球市场的竞争,腾讯会如何在游戏业务发力,是投资者非常关注的话题。
段落大意
1 -背景(第1段)-介绍了腾讯游戏业务蓬勃发展的现状。
2 -全球业务-(第2-3段)-腾讯是一家善于收购其他公司(业务)的企业,这两段介绍了腾讯游戏的全球并购情况
3-非商业因素-(第4-6段)由于目前中国企业在美国的发展受到了一些限制,腾讯游戏业务也受到了一定的影响 。
句子摘抄:
If that happens, Tencent’s higher profile will generate a bigger risk of geopolitical flak, even if gaming is hardly a strategic threat to anyone.
Yet unlike other Chinese-owned, globe-spanning firms such as Huawei and TikTok, it rarely faces the sort of public backlash that has grown common as a result of America’s tensions with China.
Some investors would like it to be more proactive in knitting its disparate strands together, to cash in more effectively on people’s data and boost its advertising revenues.
Expect to hear more about Tencent’s global gaming prowess in the future.
单词摘抄
acquisition n.兼并
kneecap v.打压
strategic a.战略上的
用时
阅读10分钟 总结25分钟 共计35分钟
听力笔记(泛听)
中心大意
全世界都对新冠病毒的疫苗研制报以巨大期待。本文详细介绍了疫苗研制所需要经历的三个阶段,疫苗的不同种类,以及目前所采取的的一些加速研发进展的措施。
生词摘抄
vulnerable a.易受攻击的,脆弱的
exploratory a.探索的,探究的,考察的,勘探的
robust a.强健的
resilience n.恢复力
vet v.诊疗
clinical a.临床的
intensity n.强度
dosage n.用量,计量
pathogen n.病原体
scrap v.废弃,取消
作业用时
泛听用时25分钟(4遍) 总结用时20分钟 总计 42分钟
作者: xxnmm 时间: 2020-7-26 22:40
DAY7
作者: 木辛青 时间: 2020-7-26 22:52
阅读笔记
阅读:14min 总结:35min 总时间:49min
腾讯公司默默地成为了游戏领域的超级力量
1. 腾讯公司的游戏以让用户买道具、武器、皮肤来赚取利润
2. 腾讯公司在现实中已经实现了对多家公司控股,其业务由于营销策略而少受中美关系的影响
3. 腾讯的主要市场还是在中国
4. 业务受到对游戏上瘾管控的影响,将业务推向全球
5. 手游的上线并非一帆风顺
6. 虽然腾讯免受审查,但是其他中国公司的投资行为依然要面对审查
7. 腾讯与华为的合作引起了美方的重视和警觉
stealth 偷偷摸摸
smithereens碎片
acquisition 兼并
backlash 强烈抵制
notwithstanding 尽管
Notwithstanding the first-quarter surge, gaming growth in the Middle Kingdom is no longer setting the blistering pace of a few years ago and, as so often in China, the state has intruded.
泛听笔记
pathogen 病原体
vaccines疫苗
replicable可复制
当我们的身体受到病原体的侵害时,疫苗对于我们的健康就非常重要,疫苗研制的三个阶段,第一阶段在实验室里进行研究,看病毒是否可以用在人体上是否安全;二阶段进行实验,给合适的剂量,三阶段开始批量生产之前进行安全测试,因为三个阶段实验需要花费很多时间,所以研制疫苗是一个长时间的过程,目前最好的方法就是通力合作才能加快疫苗的开发和研制
作者: micahlan 时间: 2020-7-26 22:57
Day7打卡
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作者: はな 时间: 2020-7-26 22:57
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作者: davidylxu 时间: 2020-7-26 22:57
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作者: ling0602 时间: 2020-7-26 22:59
day 7
作者: Dovis 时间: 2020-7-26 23:04
精听 How fast can a vaccine be made
一 泛听速记
抛出问题,疫苗能生产得多快
疫苗生产的三个阶段。每个阶段大约用时多久;一个阶段中可能有不同的策略(为了更快研制)
探索性研究最慢,也是最需要多种策略的;传统的疫苗是最具有弹性的,三种疫苗设计各有优缺点。
临床测试环节最不可预测,可能会产生副作用。因此需要满足严格的安全标准才能继续前进。
疫苗生产环节,需要实验室和生产商相互协调。
总结:科学家需要共享知识和资源,同时以不同工作方法来加快整个疫苗制造过程。
二 文章大意
疫苗开发通常可以分为三个阶段。疫苗设计,临床测试,设计生产。在探索性研究中,科学家尝试了各种方法来寻找安全且可复制的疫苗设计。一旦在实验室中对它们进行了审核,它们就会进入临床测试,在其中评估疫苗在各种人群中的安全性,功效和副作用。最后,在制造业中,生产和分发疫苗以供公众使用。介绍了目前所采取的的一些加速研发进展的措施。
三 生词摘录
exploratory 探索的,探究的,考察的,勘探的
robust 强健的
resilience 恢复
vet 诊疗
antibodies 抗体
dosage 用量,计量
pathogen 病原体
四 用时记录
泛听 5times 30min,总结20min 共计55min
作者: Lingli_Here 时间: 2020-7-26 23:16
DAY 7:
精读笔记格式要求:
1. Tencent used stealth to expand it's business in game.
2. Tencent gave away it's game to gain more users so that they can buy more stuff in the game
2-1. Tencent purchasing all the leading game firms around the world. And Tencent currently has its most business in China.
2-2. To make the growth, Tencent expand it's gaming business around the world.
2-3. The game faced a lot of uncertainty in China.
2-4. There are a lot of potential market aboard for tencent.
3&4:
soared. 高空
explosives and the like
depending on their cosmetic appeal
blasting 爆炸 an opponent 反对 to smithereens 碎片
scattershot
stealthily
that same scattershot 广泛的随意的 purchasing model is one that Tencent has used to build, stealthily 秘密的, a bridgehead 桥头堡 in the global gaming industry
it rarely faces the sort of public backlash强烈反对 that has grown common as a result of America’s tensions with China
disparate 不同的
keeping the wheels of the digital leviathan巨大猛兽 running
setting the blistering水疱 pace
intrude 侵扰
Kneecapped 膝盖骨
Faced with domestic headwinds 顶头风
a bigger risk of geopolitical flak
sprawling四肢伸展 empire
Tencent stands apart from many Chinese firms by the freedom it gives the companies it invests in to act with autonomy, to compete fiercely against each other (and Tencent itself), and by promising to keep most of their data out of its clutches.
knitting 编织
Some investors would like it to be more proactive in knitting its disparate strands together, to cash in more effectively on people’s data and boost its advertising revenues.
prowess 英勇
5:
10:00/ 25min/ 35min
精听笔记格式要求:
2&4
pathogen 病原体
minimal loss of life 最少的生命损失
exploratory research 研究探索
vetted 检查 in the lab
numerous strategies
safely trigger 触发条件
attenuated vaccines 减弱的疫苗
robust resilience 结实的有修复力
simultaneously
3. The process of develop vaccines is three phases, research, test, and get approval. The speed depends on weather the pathogens is familiar.
5.
6min/ 20min/ 26min
作者: ste蔡 时间: 2020-7-26 23:17
day7
作者: cynwis 时间: 2020-7-26 23:39
Day 7
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