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A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fell into some genres. The two genres most popular with the children I interviewed were "Platformers" and "Beat-them-ups”Platform games such as Sonic and Super Mario involve leaping from platform to platform, avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive at the screen. It is not only the “Beat-them-up" games which produce this aggression; platform games are just as frustrating when the characters lose all their “lives" and "die" just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words "Game over,T appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming "addictive":the player is determined not to make the same mistake again and to have “one last go" in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability,
单选题第1题What is the topic of this article?
A.How does playing computer games affect the level of violence in children.
B.There is no difference between Platform games and “Beat-Them-Ups”.
C.How to control anger while playing computer games.
D.How to make children spend less time on computer games.
参考答案:A
试题解析
主旨题口作者开头就说“A big focus of the criticism of computer games has concerned the content of the games being played。”即计算机游戏的内容遭到很多非议。第二段开头,作者又用这样的话引出下文,“Controversy has occurred in part because of the intensity of the game play,which is said to spill over into children's everyday lives.There are worries that children are becoming more violent and aggressive after prolonged exposure to these games。”即计算机游戏引起争议,有部分原因是小孩打游戏总是过了头,游戏已经渗透到他们生活中去。人们担心,孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。第三段开头,作者说“Some of the concern over the violence of computer games has been about children who are unable to tell the difFerence between fiction and reality”即对计算机游戏暴力的一些担心来自孩子无法辨别虚拟世界和现实世界。由此可见,本文的主旨是讨论计算机游戏给孩子们带来暴力影响的问题。试题解析
主旨题口作者开头就说“A big focus of the criticism of computer games has concerned the content of the games being played。”即计算机游戏的内容遭到很多非议。第二段开头,作者又用这样的话引出下文,“Controversy has occurred in part because of the intensity of the game play,which is said to spill over into children's everyday lives.There are worries that children are becoming more violent and aggressive after prolonged exposure to these games。”即计算机游戏引起争议,有部分原因是小孩打游戏总是过了头,游戏已经渗透到他们生活中去。人们担心,孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。第三段开头,作者说“Some of the concern over the violence of computer games has been about children who are unable to tell the difFerence between fiction and reality”即对计算机游戏暴力的一些担心来自孩子无法辨别虚拟世界和现实世界。由此可见,本文的主旨是讨论计算机游戏给孩子们带来暴力影响的问题。单选题第2题Which of the following games is supposed to contain violent content?
A.Sonic.
B.Super Mario.
C.Platformer.
D.Beat-Them-Up.
参考答案:D
试题解析
词汇题。文章第一段介绍了两类主要的电子游戏:Platformers和BeatThemUps。前者包括索尼克和超级玛丽游戏。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏,后者一般被认为有暴力内容口关键句为“BeatThemUps are the games which have caused concern over their violent content。”试题解析
词汇题。文章第一段介绍了两类主要的电子游戏:Platformers和BeatThemUps。前者包括索尼克和超级玛丽游戏。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏,后者一般被认为有暴力内容口关键句为“BeatThemUps are the games which have caused concern over their violent content。”单选题第3题What does “unscathed" (Para. 1) probably mean?
A.unsettled
B.unbeaten
C.unharmed
D.unhappy
参考答案:C
试题解析
词汇题。unscathed出现在文章第一段最后一句“In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed。”即从很多方面来说,可以把电子游戏里的暴力和卡通片里的暴力进行比较:卡通片中的人物被击中脑袋,或者从悬崖上掉下去,也可以毫发无损地走开。Unsettled“(问题、争论等)未解决的,动荡的”,unbeaten“战无不胜的,未被击败的”,unharmed“未受伤的,未受损害的”,unhappy“不快乐的,不幸福的”,只有C项与unscathed的意思相近。试题解析
词汇题。unscathed出现在文章第一段最后一句“In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed。”即从很多方面来说,可以把电子游戏里的暴力和卡通片里的暴力进行比较:卡通片中的人物被击中脑袋,或者从悬崖上掉下去,也可以毫发无损地走开。Unsettled“(问题、争论等)未解决的,动荡的”,unbeaten“战无不胜的,未被击败的”,unharmed“未受伤的,未受损害的”,unhappy“不快乐的,不幸福的”,只有C项与unscathed的意思相近。单选题第4题According to the second paragraph, how does violence relate to playing computer games?
A.When losing computer games children tend to experience frustration and anger.
B.Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior.
C.People who have good hand-eye-coordination tend to be more violent than others.
D.The violent content in the games gets children addicted to the games.
参考答案:A
试题解析
细节题。文章第二段介绍了为什么沉迷于电子游戏会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,小孩打游戏总是过了头,游戏已经渗透到他们的生活中去口人们担心孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是在游戏即将通关的时候失败,玩家就会觉得异常沮丧,为自己曾经的失误气恼,总想再来一次。作者说,Platforms和Beat-Them-Ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat-Them-Ups更受欢迎,因此更容易激发暴力行为”是错误的。C项“手眼协调的人更容易有暴力倾向”,文章并没有相关内容D项“游戏中的暴力内容使得孩子们沉迷于游戏中”,文章也没有这样的说法。试题解析
细节题。文章第二段介绍了为什么沉迷于电子游戏会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,小孩打游戏总是过了头,游戏已经渗透到他们的生活中去口人们担心孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是在游戏即将通关的时候失败,玩家就会觉得异常沮丧,为自己曾经的失误气恼,总想再来一次。作者说,Platforms和Beat-Them-Ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat-Them-Ups更受欢迎,因此更容易激发暴力行为”是错误的。C项“手眼协调的人更容易有暴力倾向”,文章并没有相关内容D项“游戏中的暴力内容使得孩子们沉迷于游戏中”,文章也没有这样的说法。单选题第5题According to the author, why do video games lead to violence more than TV or movies?
A.Because children cannot tell fiction from reality.
B.Because children like to act out the scenes in the games on the playground.
C.Because computer games involve children more than TV or films.
D.Because computer games can produce more anti-social behavior
参考答案:C
试题解析
细节题。题干:为什么电子游戏比电视和电影更容易激发孩子们的暴力行为?根据文章第三段第二句“The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior。”即电子游戏比电视或电影都更容易让孩子们有身临其境的参与感,从而对他们的社会行为影响更大,可知C项正确。试题解析
细节题。题干:为什么电子游戏比电视和电影更容易激发孩子们的暴力行为?根据文章第三段第二句“The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior。”即电子游戏比电视或电影都更容易让孩子们有身临其境的参与感,从而对他们的社会行为影响更大,可知C项正确。
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