题目内容

证券公司直接营销渠道包括______。

A. 传统的证券公司营业部的直接销售
B. 通过经纪人销售
C. 通过直接邮寄宣传单
D. 证券公司的营销人员直接销售

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Video games get a bad press. Many are unquestionably violent and, as has been the way with new media from novels to comic books to television, they have been accused of corrupting the moral fabric of youth. Nor are such accusations without merit. There is a body of research suggesting that violent games can lead to aggressive thoughts, if not to violence itself.But not allgames are shoot-them-ups, and what is less examined is whether those that reward more constructive behavior also have lingering impacts. That, however, is starting to change. Two studies showing that video games have a bright side as well as a dark one have been carried out recently. One, to be published in June by the Journal of Experirnental Social Psychology, was conducted by Douglas Gentile, of Iowa State University"s media research laboratory. He and his colleagues tested the effects of playing so-called "pro-social" games on children and young adults in three countries. A group of 161 American students played one of six games for 20 minutes. Some were given"Ty2" or "Crash Twinsanity", both of which involve cartoonish fighting and destruction. Others were assigned "Chibi-Robo!", which involves helping characters in the game by doing their chores, or "Super Mario Sunshine", in which players clean up pollution and graffiti. A third group, acting as a control, played "Pure Pinball" or "Super Monkey Ball Deluxe", both of which involve guiding a ball through mazes. Their games over, the participants were asked to choose 11 of 30 easy, medium or hard shape-based puzzles for a partner to complete, and told that their partner would receive a $10 gift voucher if he could complete ten of them. Those who had been playing prosocial games were significantly more likely to help their partner by selecting easy puzzles. The opposite was true for those assigned violent games. The other parts of Dr Gentile"s study looked at established behavior. In one, a group of 680 Singaporeans aged 12-14 were asked to list their three favorite games and state the number of hours they played. They were then given questionnaires, the answers to which suggested that those who spent the longest playing games which involved helping others were most likely to help, share, co-operate and empathize with others. They also had lower scores in tests for hostile thoughts and the acceptance of violence as normal. In the second, Japanese aged 10-17 were asked how much time they spent playing games in which the main character helps others. When questioned three to four months later, those who played these types of games the most were also rated as more helpful to those around them in real life. Pro-social games enable participants to

A. skillfully accomplish the required tasks.
B. select medium puzzles for their partner.
C. be integrated into different social groups.
D. conduct helping actions to their partner.

故都的秋(节选) 郁达夫 秋天,无论在什么地方的秋天,总是好的;可是啊,北国的秋,却特别地来得清,来得静,来得悲凉。我的不远千里,要从杭州赶上青岛,更要从青岛赶上北平来的理由,也不过想饱尝一尝这“秋”,这故都的秋味。 江南,秋当然也是有的,但草木凋得慢,空气来得润,天的颜色显得淡,并且又时常多雨而少风;一个人夹在苏州、上海、杭州,或厦门、香港、广州的市民中间,浑浑沌沌地过去,只能感到一点点清凉,秋的味、秋的色、秋的意境与姿态,总看不饱、尝不透、赏玩不到十足。秋并不是名花,也并不是美酒,那一种半开、半醉的状态,在领略秋的过程上,是不合适的。

氨基甲酸酯类农药中毒的紧急处理原则之一

A. 吸痰
B. 对症处理
C. 使用解磷定
D. 输液
E. 注射阿托品

两组计量资料均来自正态总体且方差齐性,样本含量分别为10和15例,比较样本均数差别采用的检验方法是

A. 正态性检验
B. u检验
C. t检验
D. 卡方检验
E. q检验

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