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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 “l(fā)ives" 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,
單選題第1題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.
參考答案:A
試題解析
主旨題口作者開頭就說“A big focus of the criticism of computer games has concerned the content of the games being played!奔从嬎銠C游戲的內(nèi)容遭到很多非議。第二段開頭,作者又用這樣的話引出下文,“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。”即計算機游戲引起爭議,有部分原因是小孩打游戲總是過了頭,游戲已經(jīng)滲透到他們生活中去。人們擔(dān)心,孩子們會因為打游戲時間過長而漸漸變得有暴力傾向。第三段開頭,作者說“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”即對計算機游戲暴力的一些擔(dān)心來自孩子無法辨別虛擬世界和現(xiàn)實世界。由此可見,本文的主旨是討論計算機游戲給孩子們帶來暴力影響的問題。試題解析
主旨題口作者開頭就說“A big focus of the criticism of computer games has concerned the content of the games being played!奔从嬎銠C游戲的內(nèi)容遭到很多非議。第二段開頭,作者又用這樣的話引出下文,“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!奔从嬎銠C游戲引起爭議,有部分原因是小孩打游戲總是過了頭,游戲已經(jīng)滲透到他們生活中去。人們擔(dān)心,孩子們會因為打游戲時間過長而漸漸變得有暴力傾向。第三段開頭,作者說“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”即對計算機游戲暴力的一些擔(dān)心來自孩子無法辨別虛擬世界和現(xiàn)實世界。由此可見,本文的主旨是討論計算機游戲給孩子們帶來暴力影響的問題。單選題第2題Which of the following games is supposed to contain violent content?
A.Sonic.
B.Super Mario.
C.Platformer.
D.Beat-Them-Up.
參考答案:D
試題解析
詞匯題。文章第一段介紹了兩類主要的電子游戲:Platformers和BeatThemUps。前者包括索尼克和超級瑪麗游戲。后者是打游戲者作為游戲中的卡通人物的單人獨斗類游戲,后者一般被認(rèn)為有暴力內(nèi)容口關(guān)鍵句為“BeatThemUps are the games which have caused concern over their violent content!試題解析
詞匯題。文章第一段介紹了兩類主要的電子游戲:Platformers和BeatThemUps。前者包括索尼克和超級瑪麗游戲。后者是打游戲者作為游戲中的卡通人物的單人獨斗類游戲,后者一般被認(rèn)為有暴力內(nèi)容口關(guān)鍵句為“BeatThemUps are the games which have caused concern over their violent content。”單選題第3題What does “unscathed" (Para. 1) probably mean?
A.unsettled
B.unbeaten
C.unharmed
D.unhappy
參考答案:C
試題解析
詞匯題。unscathed出現(xiàn)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。”即從很多方面來說,可以把電子游戲里的暴力和卡通片里的暴力進行比較:卡通片中的人物被擊中腦袋,或者從懸崖上掉下去,也可以毫發(fā)無損地走開。Unsettled“(問題、爭論等)未解決的,動蕩的”,unbeaten“戰(zhàn)無不勝的,未被擊敗的”,unharmed“未受傷的,未受損害的”,unhappy“不快樂的,不幸福的”,只有C項與unscathed的意思相近。試題解析
詞匯題。unscathed出現(xiàn)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!奔磸暮芏喾矫鎭碚f,可以把電子游戲里的暴力和卡通片里的暴力進行比較:卡通片中的人物被擊中腦袋,或者從懸崖上掉下去,也可以毫發(fā)無損地走開。Unsettled“(問題、爭論等)未解決的,動蕩的”,unbeaten“戰(zhàn)無不勝的,未被擊敗的”,unharmed“未受傷的,未受損害的”,unhappy“不快樂的,不幸福的”,只有C項與unscathed的意思相近。單選題第4題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.
參考答案:A
試題解析
細(xì)節(jié)題。文章第二段介紹了為什么沉迷于電子游戲會使孩子們產(chǎn)生暴力傾向。作者先將本段內(nèi)容在開頭進行綜述,小孩打游戲總是過了頭,游戲已經(jīng)滲透到他們的生活中去口人們擔(dān)心孩子們會因為打游戲時間過長而漸漸變得有暴力傾向。尤其是在游戲即將通關(guān)的時候失敗,玩家就會覺得異常沮喪,為自己曾經(jīng)的失誤氣惱,總想再來一次。作者說,Platforms和Beat-Them-Ups同樣會使孩子們感到失利后的沮喪,對應(yīng)A項說法。B項“Beat-Them-Ups更受歡迎,因此更容易激發(fā)暴力行為”是錯誤的。C項“手眼協(xié)調(diào)的人更容易有暴力傾向”,文章并沒有相關(guān)內(nèi)容D項“游戲中的暴力內(nèi)容使得孩子們沉迷于游戲中”,文章也沒有這樣的說法。試題解析
細(xì)節(jié)題。文章第二段介紹了為什么沉迷于電子游戲會使孩子們產(chǎn)生暴力傾向。作者先將本段內(nèi)容在開頭進行綜述,小孩打游戲總是過了頭,游戲已經(jīng)滲透到他們的生活中去口人們擔(dān)心孩子們會因為打游戲時間過長而漸漸變得有暴力傾向。尤其是在游戲即將通關(guān)的時候失敗,玩家就會覺得異常沮喪,為自己曾經(jīng)的失誤氣惱,總想再來一次。作者說,Platforms和Beat-Them-Ups同樣會使孩子們感到失利后的沮喪,對應(yīng)A項說法。B項“Beat-Them-Ups更受歡迎,因此更容易激發(fā)暴力行為”是錯誤的。C項“手眼協(xié)調(diào)的人更容易有暴力傾向”,文章并沒有相關(guān)內(nèi)容D項“游戲中的暴力內(nèi)容使得孩子們沉迷于游戲中”,文章也沒有這樣的說法。單選題第5題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
參考答案:C
試題解析
細(xì)節(jié)題。題干:為什么電子游戲比電視和電影更容易激發(fā)孩子們的暴力行為?根據(jù)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!奔措娮佑螒虮入娨暬螂娪岸几菀鬃尯⒆觽冇猩砼R其境的參與感,從而對他們的社會行為影響更大,可知C項正確。試題解析
細(xì)節(jié)題。題干:為什么電子游戲比電視和電影更容易激發(fā)孩子們的暴力行為?根據(jù)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。”即電子游戲比電視或電影都更容易讓孩子們有身臨其境的參與感,從而對他們的社會行為影響更大,可知C項正確。
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