영어 2 시사 신정현 7과 [어법선택]
1. Have you ever noticed products [to bear/ bearing] images of well-known characters [crowded onto/ crowding onto] market shelves?
2. Strip cartoons (Snoopy), game characters (Angry Birds) and other images [are appeared on/ appear on] an entire range of products, from T-shirts, toys and stationery items to coffee cups, canned foods and soft drinks.
3. According to marketers, what a consumer wants when purchasing character merchandise [is/ are] the image of a character rather than the product.
4. In 1927, Walt Disney created a character [calling/ called] Oswald the Lucky Rabbit.
5. Under a contract with Universal Studios, Disney had no claim to the rights [to use/ using] Oswald, so in 1928 he had to come up with a new character.
6. He shortened the ears, added some padding around the middle, and [turning/ turned] the rabbit into a mouse, calling it “Mickey”.
7. In the 1930s, [following/ followed] the 1929 stock-market crash, unemployment reached historic levels and the nation’s financial system was on the verge of collapse.
8. Some of [what/ that] the country wanted came from a surprising quarter-Disney’s animated creations.
9. Short Mickey Mouse cartoons were a hit with moviegoers of all ages, and new films of Mickey and his friends [churned out/ were churned out] by Disney and his artists at a rate of about one per month.
10. The mouse [had become/ became] a national fad by the end of 1930, and soon Disney’s real genius kicked in: marketing.
11. Within two years, the Mickey Mouse Club, a fan club for children, was up and [run/ running].
12. By 1935, Mickey Mouse and his friends [had become/ become] a merchandising phenomenon.
13. [Although/ Despite] [being/ be] more than 80 years old, Mickey Mouse remains one of the world’s most famous [cultural symbol/ cultural symbols].
14. The Disney Company claims [what/ that] worldwide 98 percent of children from ages 3 to 11
[to recognize/ recognize] Mickey.
15. Unlike Mickey, who began life as a popular cartoon character, there are characters that [created/ are created] solely for marketing purpose.
16. One of the most successful of these characters [is/ are] Hello Kitty, from Japan.
17. In the early 1970s, a young Tokyo-based company [was called/ called] Sanrio wanted a character that would appeal to preteen girls around the world.
18. With no real advertising, a series of Hello Kitty products, including the plastic coin purse, somehow managed [to fly off/ flying off] store shelves.
19. The success of Hello Kitty skyrocketed Sanrio into a billion-dollar business, with half of its revenue [coming from/ came from] Hello Kitty.
20. Aware of the economic benefits of Mickey Mouse and Hello Kitty as keys to business success, more and more business [have been turned/ have been turning] to character merchandising.
21. In Korea, the best-known characters are Pucca, [created in/ creating in] 2000, and Pororo, the star of an animation series first [broadcast in/ broadcasting in] 2003.
22. Her image as a confident Asian girl who [bosses/ boss] her boyfriend around [won/ has won] fans in 150 countries.
23. Moreover, Pucca [was identified/ identified] as the favorite character among kids in South America, [beat/ beating] even Mickey Mouse and Hello Kitty.
24. Alongside Pucca [stands Pororo/ Pororo stands], an animated penguin [who/ whose] only dream is to be able to fly.
25. The character is also called “President Pororo” [for/ because] its hold over children in Korea.
26. When the cartoon Pororo the Little Penguin hit television screens in France in 2004, [the aspired/ the aspiring] penguin [was welcomed/ was welcoming] with a record-high 47 percent audience share.
27. Character merchandising [come/ has come] a long way from Mickey Mouse.
28. [Combined with/ Combining with] the development of IT, character merchandising [aiming at/ aimed at] global markets [are likely to/ is likely to] take a new turn in the near future.
29. While previous characters [were used/ used] mostly in books and animation and on stationery, developments in technology will mean huge potential in online games and applications for mobile devices.