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。
英文法の大家である安藤貞雄先生の前置詞本によると、
at, by, for, from , in, of, on, to, withの基本前置詞で全ての前置詞中で
92.6%の文章が成り立っているとのことです。
これは私の実感ともあっています。
なので、人間科学部のために勉強をするというよりかは、
英語の学力全般を上げるため!と思って勉強するのが良いでしょう。
Google LLC is an American multinational technology company that specializes in Internet-related services and products, which include a search engine, online advertising technologies, cloud computing, software, and hardware. ( From wikipedia )
こんな感じです。
ですが、googleが動詞の位置できた場合、
なんと動詞として使うことができます。
英語辞書の権威である
オックスフォード辞典にも下記のように記載されています。
google (somebody/something)to type words into the search engine Google™ in order to find information about somebody/something
I just googled her and found her blog.
I tried googling but couldn’t find anything relevant.
gogoleの場合は元となる固有名詞がわかりやすいので、
意味は大体察することができますが、、、
そのほかの単語にもこのように英単語には多義性があります。
早稲田大学において単語を覚える際には、
このような多義性にも気を配る必要があります。
多義性を理解するためにはどうしたら良いのか?
単語ごとの多義性を理解するためにはどのようにしたら良いのか、
一番良いのは、英英辞書を使うことでしょう。
全ての単語について英英辞書を使うのは、
受験学年には時間的にも
また学力が安定してない時はよくないのですが、
記述の模試で偏差値大体65程度になったら、使ってみても良いでしょう。
間違いの多いassume
受験生の中には、assume = 仮定すると思っている人が多いのですが、実際は少し異なります。
assumeは、Cobuildによれば、
If you assume that something is true, you imagine that it is true, sometimes wrongly.となります。
まずはこちらをみて考えてみてください。
Young Boyd did not cut down oak-trees for a livelihood, though he just now worked as if fortune had mapped a no less arduous career for him. He was the only son of a wealthy landholder of the vicinity, a man of English descent and English thrift. Andrew’s grandfather came north into Scotland from Shrewsbury, in a sort of angry freak after a local quarrel. He bought and developed a valuable farm near Loch Arkaig, and then suddenly died upon it, leaving the newly acquired estate to Gilbert Boyd, the father of young Andrew. All of which had happened some forty years before this tale’s beginning.
※AndrewとBoydは同一人物
[su_spoiler title="クリックして答えを表示" icon="plus-square-2"] Young Boyd did not cut down oak-trees for a livelihood, though he just now worked as if fortune had mapped a no less arduous career for him. He was the only son of a wealthy landholder of the vicinity, a man of English descent and English thrift. Andrew's grandfather came north into Scotland from Shrewsbury, in a sort of angry freak after a local quarrel. He bought and developed a valuable farm near Loch Arkaig, and then suddenly died upon it, leaving the newly acquired estate to Gilbert Boyd, the father of young Andrew. All of which had happened some forty years before this tale's beginning.
※AndrewとBoydは同一人物