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Вопросы по дисциплине: Теория спорта Сбросить фильтр
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1461 К внешней среде спортивной организации можно отнести … (укажите 3 варианта ответа) Открыть
1462 Внутренняя среда спортивной организации включат в себя … ((укажите 3 варианта ответа)) Открыть
1463 … – это юридическое лицо независимо от его организационно-правовой формы, осуществляющее деятельность в области физической культуры и спорта в качестве основного вида деятельности. Открыть
1464 Установите соответствие между видом спортивной организации и сегментом индустрии спорта, в котором она осуществляет свою деятельность: Открыть
1465 Установите соответствие между представленными спортивными организациями и их видами по форме собственности и характеру коммерческой деятельности: Открыть
1466 Установите соответствие между существующими спортивными организациями и их видами в соответствии с классификацией: Открыть
1467 Read the text Is cybersport a profession? Cybersport _____ (be) a sport paradox. It _____ (be) popular all over the world and _____ (be) based on the principles characteristic of any sports field: train, follow the rules, and the strongest _____ (be) win. But at the same time, cybersportsman ______ (not) need outstanding physical abilities to win - strategic thinking, speed of reaction and a computer connected to the Internet - these _____ (be) his tools. E-sports _____ (be) team and individual competitions in video games, and for many they still seem to be useless entertainment. Meanwhile, today such contests gather thousands of spectators, their prize fund reaches millions of dollars, and the volume of this market is steadily approaching a billion. The top 3 most profitable games _____ (be) Dota 2, Counter Strike and Fortnite, but computer sports owe their birth to the iconic "shooters" of the 90s - Doom 2 and Quake. The first tournaments on them_____ (be) held in 1997 in the United States and gradually _____ (capture) Europe, Asia and Russia. Now, competitions _____ (be) organized everywhere and in a variety of disciplines, including strategies, simulators of real sports, shooters, RPGs and more. Virtual athletes _____ (earn) real money from games and regularly train to improve their skills, so the question is more and more often _____ (raise) among them - whether e-Sports is a profession? Alas, WHO _____ (consider) addiction to video games to be a disease, and until recently the governments of many countries _____ (agree) with it. For example, the Chinese have long struggled with this phenomenon and _____ (organize) special institutions in which millions of Chinese _____ (be) treated for gambling addiction. However, the program _____ (turn out) to be ineffective, and the country's leadership _____ (approach) the problem from the other side - at the beginning of this year, cybersport in China _____ (be) recognized as an official profession. Choose the only correct answer Cybersport … (be) a sport paradox. Открыть
1468 Read the text Is cybersport a profession? Cybersport _____ (be) a sport paradox. It _____ (be) popular all over the world and _____ (be) based on the principles characteristic of any sports field: train, follow the rules, and the strongest _____ (be) win. But at the same time, cybersportsman ______ (not) need outstanding physical abilities to win - strategic thinking, speed of reaction and a computer connected to the Internet - these _____ (be) his tools. E-sports _____ (be) team and individual competitions in video games, and for many they still seem to be useless entertainment. Meanwhile, today such contests gather thousands of spectators, their prize fund reaches millions of dollars, and the volume of this market is steadily approaching a billion. The top 3 most profitable games _____ (be) Dota 2, Counter Strike and Fortnite, but computer sports owe their birth to the iconic "shooters" of the 90s - Doom 2 and Quake. The first tournaments on them_____ (be) held in 1997 in the United States and gradually _____ (capture) Europe, Asia and Russia. Now, competitions _____ (be) organized everywhere and in a variety of disciplines, including strategies, simulators of real sports, shooters, RPGs and more. Virtual athletes _____ (earn) real money from games and regularly train to improve their skills, so the question is more and more often _____ (raise) among them - whether e-Sports is a profession? Alas, WHO _____ (consider) addiction to video games to be a disease, and until recently the governments of many countries _____ (agree) with it. For example, the Chinese have long struggled with this phenomenon and _____ (organize) special institutions in which millions of Chinese _____ (be) treated for gambling addiction. However, the program _____ (turn out) to be ineffective, and the country's leadership _____ (approach) the problem from the other side - at the beginning of this year, cybersport in China _____ (be) recognized as an official profession. Choose the only correct answer … and gradually … (capture) Europe, Asia and Russia. Открыть
1469 Read the text Is cybersport a profession? Cybersport _____ (be) a sport paradox. It _____ (be) popular all over the world and _____ (be) based on the principles characteristic of any sports field: train, follow the rules, and the strongest _____ (be) win. But at the same time, cybersportsman ______ (not) need outstanding physical abilities to win - strategic thinking, speed of reaction and a computer connected to the Internet - these _____ (be) his tools. E-sports _____ (be) team and individual competitions in video games, and for many they still seem to be useless entertainment. Meanwhile, today such contests gather thousands of spectators, their prize fund reaches millions of dollars, and the volume of this market is steadily approaching a billion. The top 3 most profitable games _____ (be) Dota 2, Counter Strike and Fortnite, but computer sports owe their birth to the iconic "shooters" of the 90s - Doom 2 and Quake. The first tournaments on them_____ (be) held in 1997 in the United States and gradually _____ (capture) Europe, Asia and Russia. Now, competitions _____ (be) organized everywhere and in a variety of disciplines, including strategies, simulators of real sports, shooters, RPGs and more. Virtual athletes _____ (earn) real money from games and regularly train to improve their skills, so the question is more and more often _____ (raise) among them - whether e-Sports is a profession? Alas, WHO _____ (consider) addiction to video games to be a disease, and until recently the governments of many countries _____ (agree) with it. For example, the Chinese have long struggled with this phenomenon and _____ (organize) special institutions in which millions of Chinese _____ (be) treated for gambling addiction. However, the program _____ (turn out) to be ineffective, and the country's leadership _____ (approach) the problem from the other side - at the beginning of this year, cybersport in China _____ (be) recognized as an official profession. Choose the only correct answer Now, competitions … (be) organized everywhere and in a variety of disciplines, including strategies, simulators of real sports, shooters, RPGs and more. Открыть
1470 Read the text Is cybersport a profession? Cybersport _____ (be) a sport paradox. It _____ (be) popular all over the world and _____ (be) based on the principles characteristic of any sports field: train, follow the rules, and the strongest _____ (be) win. But at the same time, cybersportsman ______ (not) need outstanding physical abilities to win - strategic thinking, speed of reaction and a computer connected to the Internet - these _____ (be) his tools. E-sports _____ (be) team and individual competitions in video games, and for many they still seem to be useless entertainment. Meanwhile, today such contests gather thousands of spectators, their prize fund reaches millions of dollars, and the volume of this market is steadily approaching a billion. The top 3 most profitable games _____ (be) Dota 2, Counter Strike and Fortnite, but computer sports owe their birth to the iconic "shooters" of the 90s - Doom 2 and Quake. The first tournaments on them_____ (be) held in 1997 in the United States and gradually _____ (capture) Europe, Asia and Russia. Now, competitions _____ (be) organized everywhere and in a variety of disciplines, including strategies, simulators of real sports, shooters, RPGs and more. Virtual athletes _____ (earn) real money from games and regularly train to improve their skills, so the question is more and more often _____ (raise) among them - whether e-Sports is a profession? Alas, WHO _____ (consider) addiction to video games to be a disease, and until recently the governments of many countries _____ (agree) with it. For example, the Chinese have long struggled with this phenomenon and _____ (organize) special institutions in which millions of Chinese _____ (be) treated for gambling addiction. However, the program _____ (turn out) to be ineffective, and the country's leadership _____ (approach) the problem from the other side - at the beginning of this year, cybersport in China _____ (be) recognized as an official profession. Choose the only correct answer Virtual athletes … (earn) real money from games and regularly train to improve their skills … Открыть