A recent survey shows the number of online game users in China reached 40 million last year. That's over a 20 percent increase from the year before. At 22:00 p.m. in a Beijing Internet cafe, many people inside,especially the young, playing online games. An industry report says that over 90% of online game users are under 30. An online game player said, "Online games help me handle life pressures. The scenarios don't come up in real life, so I can be famous and get whatever I want when playing. Players say this is their way of communicating with each other,even in different places. Though many players admit that online games are time consuming and cost much money, the number of users is increasing. It's estimated that by 2012, there will be 80 million online game players in China. Driven by profit, developers are constantly working on new games. Last year, more than 250 new games entered the market. But figures show that games with a native cultural background are preferred, even by foreigners. "During our research on new games, we found we can promote Chinese culture with the game itself." said an online game developer. Criticism about online games is beefing up with more and more young people spending too much time playing games filled with violence, gambling and superstition. Kou Xiaowei from Gen. Admin. of Press & Publication said, "We are putting forward stricter monitoring measures. If bad content is found, it will be deleted." With the help of government guidelines, developers are producing better quality online games suitable for young people. Games that are not violent or offensive, but ones from which a player can learn, such as general knowledge of quiz games. Officials say they will spend five years on purifying the online games. Their goal is to produce games that entertain and at the same time, provide useful knowledge. Which of the following statements is true according to the passage?
Ten percent of online games users are over 30. To make money is the root of developers working on new games. In the past, games were not entertaining and knowledgable. Playing online games is the only way for the young to communicate.
Question: A recent survey shows the number of online game users in China reached 40 million last year. That's over a 20 percent increase from the year before. At 22:00 p.m. in a Beijing Internet cafe, many people inside,especially the young, playing online games. An industry report says that over 90% of online game users are under 30. An online game player said, "Online games help me handle life pressures. The scenarios don't come up in real life, so I can be famous and get whatever I want when playing. Players say this is their way of communicating with each other,even in different places. Though many players admit that online games are time consuming and cost much money, the number of users is increasing. It's estimated that by 2012, there will be 80 million online game players in China. Driven by profit, developers are constantly working on new games. Last year, more than 250 new games entered the market. But figures show that games with a native cultural background are preferred, even by foreigners. "During our research on new games, we found we can promote Chinese culture with the game itself." said an online game developer. Criticism about online games is beefing up with more and more young people spending too much time playing games filled with violence, gambling and superstition. Kou Xiaowei from Gen. Admin. of Press & Publication said, "We are putting forward stricter monitoring measures. If bad content is found, it will be deleted." With the help of government guidelines, developers are producing better quality online games suitable for young people. Games that are not violent or offensive, but ones from which a player can learn, such as general knowledge of quiz games. Officials say they will spend five years on purifying the online games. Their goal is to produce games that entertain and at the same time, provide useful knowledge. Which of the following statements is true according to the passage?
A. Ten percent of online games users are over 30.
B. To make money is the root of developers working on new games.
C. In the past, games were not entertaining and knowledgable.
D. Playing online games is the only way for the young to communicate.
Answer: