Having nurtured an ever-deepening affinity for the thrill of cycling, I, amidst a myriad of choices and after much contemplation, opted to acquire a new bicycle just yesterday. This acquisition represents the third of its kind in my personal collection.
This acquisitionが何を指しているのかを考えずに、次の文章に進んでいってしまう人がいるのです。
*今回は一文目のacquireのまとめを表しています。
(a) The rise of ‘online gaming’ and ‘multiplayer platforms’ during this period inevitably intersected with the discourse on ‘handheld games.’
(b) Such platforms proffer experiences transcending mere ocular delights.
(c) Arcades epitomized places for the passionate gamer, but, to some, they represented public arenas over private sanctuaries.
(d) Regardless of its application, the term serves to delineate stark divides, where nuanced distinctions might be more apt.
(e) Yet simultaneously, they couldn’t ignore the massive audience of handheld games, leading to the creation and optimization of titles for these devices.
(f) The evolving discourse surrounding them offers invaluable insights into the tapestry of global entertainment culture.
(g) They might also be contrasted with ‘mainstream’ gaming, terms like ‘AAA releases’, ‘independent gems’, ‘jump-and-runs’, or ‘epic sagas’.
(h) In the early 20th century, many considered arcade gaming as the pinnacle of interactive entertainment, overshadowing other platforms.
Since the dawn of time, when humans first engaged in playful endeavors, debates arose about the optimal and subpar ways to relish the experience. From the inception of the gaming era, a myriad of labels emerged to categorize the ‘incorrect’ methods of indulging in play. Analog games were the pastimes of yesteryears, something predating the digital age. (1) Handheld games represented engaging the modern gamer on-the-move. All these classifications: none were anchored in objectivity, but rather swayed by the inclinations and biases of the users. However, their utilization unveils much about the intricacies of preference and rivalry in gaming’s history. (2)
The phrase ‘handheld games’ surfaced in the dawn of the 21st century, often harboring divisive undertones—it intimated ‘casual’ versus ‘committed’ involvement in the gaming realm. Though its roots were evident, it invariably suggested an antithesis, or a spectrum of contrasts. In the era of PCs, some championed computer gaming as elite; meanwhile, console aficionados deemed PC games overly intricate. Typically, ‘handheld games’ could be juxtaposed with other more ‘traditional’ gaming mediums, like board games, arcades, or virtual reality. (3) Ultimately, it’s employed as a descriptor for any platform that diverges from one’s gaming ideal. With tech revolutions, ‘handheld games’ morphed into a term symbolizing any swift, portable gaming escapade. The renaissance of tactile games and interactive sessions recalibrated perceptions, but spirited discussions linger. (4)
Gaming mediums are manifold, perceived differently across epochs and cultures. Broadly, they encompass a diverse suite of platforms and venues for escapism: endeavors to immerse in digital realms, mastering or savoring them via compact or expansive devices. (5) They prioritize immersion over mere aesthetics. They anchor thrills, progress, and stories uniquely across diverse genres, forms, and narratives. Often they cater to niche entertainment appetites rather than a monolithic definition of fun. On the whole, ‘handheld games’ are seen as universally accessible. A game’s merit is gauged by its entertainment quotient, rather than its visual fidelity or intricacy. Diversity is a hallmark of the so-called mobile gaming platforms, but they also manifest intriguing parallels across global cultures. In broad strokes—set to be delved deeper in Part I—‘handheld games’ have been a point of discussion and critique since the dawn of their inception.
In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry experienced discussions as fervent as ever seen. (6) The decentralization of the gaming medium—akin to the fragmentation in medieval theology—led to varied perspectives on what constituted ‘real’ gaming. E-sports’ emergence, analogous to the European Renaissance’s humanism, brought with it critiques about the ‘casual’ nature of mobile games, suggesting that real competition thrived on dedicated consoles or PCs. The introduction of augmented reality (AR) and virtual reality (VR) further complicated the narrative, suggesting, in ways reminiscent of the Reformation, that traditional gaming was being usurped by a more immersive experience. Major game developers, in defining their identity in this digital age, often focused on creating games best suited for their target platforms, sometimes sidelining mobile platforms. (7) During the era of digital convergence from the late 20th century to the early 21st, the lines that had once starkly separated different gaming platforms began to blur. Strategies that had once solely targeted desktop games were adapted for mobile experiences. Then, with the burgeoning digital age, ‘mobile gaming’ became a central topic in the gaming industry discussions. ‘Casual’ gaming and ‘core’ gaming emerged as defining categories, around which developers, critics, and players debated the true essence of a gaming experience.
■1つ目
Analog games were the pastimes of yesteryears, something predating the digital age. (1) Handheld games represented engaging the modern gamer on-the-move.
■2つ目
In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry experienced discussions as fervent as ever seen. (6) The decentralization of the gaming medium—akin to the fragmentation in medieval theology—led to varied perspectives on what constituted ‘real’ gaming. E-sports’ emergence, analogous to the European Renaissance’s humanism, brought with it critiques about the ‘casual’ nature of mobile games, suggesting that real competition thrived on dedicated consoles or PCs.
■3つ目
Major game developers, in defining their identity in this digital age, often focused on creating games best suited for their target platforms, sometimes sidelining mobile platforms. (7) During the era of digital convergence from the late 20th century to the early 21st, the lines that had once starkly separated different gaming platforms began to blur.
In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry experienced discussions as fervent as ever seen. (6) The decentralization of the gaming medium—akin to the fragmentation in medieval theology—led to varied perspectives on what constituted ‘real’ gaming. E-sports’ emergence, analogous to the European Renaissance’s humanism, brought with it critiques about the ‘casual’ nature of mobile games, suggesting that real competition thrived on dedicated consoles or PCs.
前:In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry
後:The decentralization of the gaming medium —akin to the fragmentation in medieval theology—
選択肢を見てみるとこれは簡単ですね。
(a) The rise of ‘online gaming’ and ‘multiplayer platforms’ during this period inevitably intersected with the discourse on ‘handheld games.’
(e)they
(h)many
■3つ目
Major game developers, in defining their identity in this digital age, often focused on creating games best suited for their target platforms, sometimes sidelining mobile platforms. (7) During the era of digital convergence from the late 20th century to the early 21st, the lines that had once starkly separated different gaming platforms began to blur.
続いてのこの問題も難しくはありません。
選択肢を見てもらえれば、、、
Yet simultaneously, they couldn’t ignore the massive audience of handheld games, leading to the creation and optimization of titles for these devices.
they=Major game developersとなるので、
代名詞の情報からこちらを入れれば良いでしょう。
CU〔…の/…という〕程度, 度合い〔of/that節〕
a high degree of sophistication
高度の教養
vary [differ] in degree
程度において異なる
That’s simply a matter [question] of degree.
それは単に程度の問題だ
She learned English to the degree that she was fluent.
彼女は流暢(ちょう)に話せる程度まで英語を身につけた.
People will choose the party that offers some degree of social change.
人々はある程度の社会的変革を提示する政党を選ぶだろう
To what degree can you understand his speech?
どの程度まで彼の演説が理解できますか
1SVOO〈人・動物の身体の一部〉を(手のひらで)軽くたたく, なでる; SVO1 on O2 O1〈人・動物〉のO2〈身体の一部〉を軽くたたく, なでる 《◆愛情をこめたしぐさ; cf. slap》
She patted his cheek affectionately. =She patted him on the [×his] cheek affectionately.
彼女は彼のほおを優しくなでた 《◆⑴ 前者はhis cheekに, 後者はhimに焦点がある. ⑵ She patted him on ×his cheek … については→the冠3》.
He patted the dog affectionately as he spoke.
彼は犬に話しかけながら愛情を込めて軽くたたいた
You can pat yourselves on the back for a job well done.
仕事がうまく行ったなら自画自賛するのもいいでしょう
Geniusを使っているとこのような感じで例文の中で意味があるので、
「意味が辞書にない・・・」と絶望した人もいるかと思います。
ただ見出し語に似たようなのがあったので、類推できた人もいるかもしれません。
a pát on the báck
⦅略式⦆(激励のため)背中を軽くたたくこと; 〔…に対しての〕ほめ言葉, 激励〔for〕
He got a pat on the back for doing his job very well.
彼は仕事を非常にうまくこなしたのでほめられた.
自分自身で自分の背中を叩く→自画自賛というのが発想ができたかどうか。
ここがわからないとさっぱり意味がわからないとなったでしょう。
別の辞書を見てみましょう。
pat yourselves on the backの意味が見出しで載っているのは、コンパスローズのみです。
*このような口語表現はコンパスローズは強いですね!
間違え方のパターンとしては、
言われていることがよくわからずとりあえず、
1.9 – 1.7をしてしまって、0.2を選んでしまった人
althoughの譲歩節はわかったが、
fall by という差を表すbyの使い方がわからず1.8を選んだ人がいました。 →これにするにはfall toにならないとダメです。
差のbyについては念のため、例文を挟んでおきます。
差のbyの例文
miss the train by five minutes
5分の差で列車に乗り遅れる
The number of the committee members should be cut by half.
その委員会の委員の数は半分に減らすべきである
He is older than Jane by two years.
彼はジェーンより2歳だけ年上だ 《◆特に差異を強調した言い方. 次の言い方の方がふつう; He is two years older than Jane.》.
We lost the game by two points.
私たちは2点差で試合に負けました
I am younger than him by about 15 or more years.
私は彼よりだいたい15歳かそれ以上若い