单选题What is the passage mainly about?A Game houses have a bad effect on young boys.B More and more small shops have been made into game houses.C Young boys spend a lot of money playing computer games.D People play games better after trying again and again.

题目
单选题
What is the passage mainly about?
A

Game houses have a bad effect on young boys.

B

More and more small shops have been made into game houses.

C

Young boys spend a lot of money playing computer games.

D

People play games better after trying again and again.


相似考题

4.Moscow, Russia (Space news) ——"The computer is a better chess player, insisted Viktor Prozorov, the loser. It seemed as if it were laughing after every good move. I know I should have beaten it for the sake of mankind (人类), but I just couldn't win", he announced and shook his head sadly. Prozorovs disappointment was shared by several grand masters who were present, some of whomwere so upset that they shouted at the machine. Many chess players said that this meant the end of chess championships (冠军) around the world, since the fun had been taken out of the game. The computer walked——or rather——rolled away with 5 000 dollars in prize money and limited its remarks to a set of noises and lights.1、Which of the following best gives the main idea of this newspaper article? ( )A、5 000 dollars goes to a computer!B、New invention : a laughing computer!C、World''s best chess player beaten!D、Computer defeats man in chess!2、How did some of the grand masters feel about the chess game between Prozorov and the computer? ( )A、They thought that the game was not fun.B、They thought that the game wasn''t fair.C、They agreed that Prozorov didn''t play well.D、They were unhappy that the cProzoro didn''t play well.3、What was it that Prozorov felt most bitter ( 痛苦 ) about? ( )A、That he didn''t win the $5 000.B、That he hadn''t tried his best.C、That he had lost to a machine.D、 That this was the end of the chess game.4、After wining the game, the computer( )A、laughedB、walked awayC、made some remarksD、gave out some lights and sounds5、Many chess players felt that playing with a computer would( )A、make the game tougherB、make the game less interestingC、make man appear foolishD、make man lose lots of money

更多“单选题What is the passage mainly about?A Game houses have a bad effect on young boys.B More and more small shops have been made into game houses.C Young boys spend a lot of money playing computer games.D People play games better after trying again and again.”相关问题
  • 第1题:

    请阅读Passage 2,完成题:
    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 fall into some genres.
    The two genres most popular with the children I interviewed were'Plafformers' 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 'yells' 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' 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.

    What is the topic of this article?
    查看材料

    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.

    答案:A
    解析:
    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 WOrl3es that children are becoming more violent and aggressive after prolonged exposure to these games.”即计算机游戏引起争议.有部分原因是因为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于孩子无法辨别虚拟世界和现实世界。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.

  • 第2题:

    请阅读Passage 2,完成题:
    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 fall into some genres.
    The two genres most popular with the children I interviewed were'Plafformers' 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 'yells' 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' 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.

    Which of the following games is supposed to contain violent content?
    查看材料

    A.Sonic.
    B.Super Mario.
    C.Platformer.
    D.Beat-Them-Up.

    答案:D
    解析:
    文章第一段介绍了两类主要的电子游戏:Platformers和Bea.Them.Ups。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。关键句为“Beat.them.ups are the games which have caused coneerll over their violent content.”

  • 第3题:

    请阅读Passage 2,完成题:
    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 fall into some genres.
    The two genres most popular with the children I interviewed were'Plafformers' 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 'yells' 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' 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.

    According to the author, why do video games lead to violence more than TV or movies?
    查看材料

    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.

    答案:C
    解析:
    题干问的是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 thev 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。

  • 第4题:

    The first true piece of sports equipment that man invented was the ball.
    In ancient Egypt,as everywhere,pitching stones was a favorite children's game.But a badly thrown rock could hurt a child.Looking for something less dangerous to throw,the Egyptians made what were probably the first balls.
    At first,balls were made of grass or leaves held together by vines.Later they were made of piece of animal skin sewed together and stuffed with feathers or hay.
    Even though the Egyptians were warlike,they found time for peaceful games.Before long they had developed a number of ball games,each with its own set of rules.Perhaps they played ball more for instruction than for fun.Ball playing was thought of mainly as a way to teach young men the speed and skill they would need for war.

    The Egyptians thought that ball playing was__.

    A.childish
    B.difficult
    C.not enjoyable
    D.worthwhile

    答案:D
    解析:
    参见第四段最后一句。

  • 第5题:

    Text 1 Smartphones have by now been implicated in so many crummy outcomes-car fatalities,sleep disturbances,empathy loss,relationship problems,failure to notice a clown on a unicycle-that it almost seems easier to list the things they don't mess up than the things they do.Our society may be reaching peak criticism of digital devices.Even so.emerging research suggests that a kev Droblem remains underaDDreciated.It involves kids'development,but it's probably not what you think.More than screen-obsessed young children,we should be concerned about tuned-out parents.Yes,parents now have more face time with their children than did almost any parents in history.Despite a dramatic increase in the percentage of women in the workforce,mothers today astoundingly spend morc time caring for their children than mothers did in the 1960s.But the engagement between parent and child is increasingly Iow-quality,even ersatz.Parents are constantly present in their children's lives physically,but they are less emotionally attuned.To be clear,I'm not unsympathetic to parents in this predicament.My own adult children like to joke that they wouldn't have survived infancy ifl'd had a smartphone in my clutches 25 years ago.To argue that parents'use of screens is an underappreciated problem isn't to discount the direct risks screens pose to children:Substantial evidence suggests that many types of screen time(especially those involving fast-paced or violent imagery)are damaging to young brains.Today's preschoolers spend more than four hours a day facing a screen.And,since 1970,the average age of onset of"regular"screen use has gone from 4 years to just four months.Some of the newer interactive games kids play on phones or tablets may be more benign than watching TV or YouTube,in that they better mimic children's natural play behaviors.And,of course,many well-functioning adults survived a mind-numbing childhood spent watching a lot of cognitive garbage.(My mother-unusually for her time-prohibited Speed Racer and Gilligan's Island on the grounds of insipidness.That I somehow managed to watch every single episode of each show scores of times has never been explained.)Still,no one really disputes the tremendous opportunity costs to young children who are plugged in to a screen:Time spent on devices is time not spent actively exploring the world and relating to other human beings.
    Which kind of game may be wholesome for kids?

    A.A game with limited episode.
    B.A game according with their nature.
    C.A game testing cognitive level.
    D.A game promoting brain development.

    答案:B
    解析:
    事实细节题。根据定位词定位到文章最后一段,原文指出孩子们在手机或平板电脑上玩的一些较新的互动游戏可能比看电视或YouTube更有益,因为它们更能模仿孩子天性的游戏行为,B项属于合理推断,故B项为正确选项。【干扰排除】A项利用episode作干扰;c项利用cognitive作干扰;D项原文未提及。故均排除。

  • 第6题:

    共用题干
    第一篇

    Computer Literacy

    There is no denying that students should learn something about how computers work,just as we expect them at least to understand that the internal-combustion engine(内燃机)has something to do with burning fuel, expanding gases and pistons(活塞)being driven. For people should have some basic idea of how the things that they use do what they do.Further,students might be helped by a course that considers the computer's impact on society. But that is not what is meant by computer literacy. For computer literacy is not a form of literacy(读写能力)。It is a trade skill that should not be taught as a liberal art.
    Learning how to use a computer and learning how to program one are two distinct activities. A case might be made that the competent citizens of tomorrow should free themselves from their fear of computers.But this is quite different from saying that all ought to know how to program one. Leave that to people who have chosen programming as a career. While programming can be lots of fun,and while our society needs some people who are experts at it,the same is true of auto repair and violin-making.
    Learning how to use a computer is not that difficult,and it gets easier all the time as programs become more"user-friendly".Let us assume that in the future everyone is going to have to know how to use a computer to be a competent citizen.What does the phrase"learning to use a computer" mean? It sounds like"learning to drive a car",that is,it sounds as if there is some set of definite skills that,once acquired,enable one to use a computer.
    In fact,"learning to use a computer" is much more like"learning to play a game",but learning the rules of one game may not help you play a second game,whose rules may not be the same. There is no such a thing as teaching someone how to use a computer. One can only teach people to use this or that program.

    To be the competent citizens of tomorrow,people should_______.
    A:try to lay a solid foundation in computer science
    B:be aware of how the things that they use do what they do,
    C:learn to use a computer by acquiring a certain set of skills
    D:understand that programming a computer is more essential than repairing a car

    答案:C
    解析:
    题干意思为:要成为未来的称职公民,人们应该怎么做。根据文章第2段,未来的称职公民要学习一些电脑的基本技能,但不必像专业编程人员那样。因此答案C为正确选项。
    题干意思为:第二段提到的“小提琴制造”是为了说明什么。举这个例子是为了说明第2段的第一句话,即学习使用电脑和学习如何编程是两件截然不同的事情。因此答案D“人们可以使用电脑并不意味着必须了解电脑编程”为正确答案。
    题干意思为:学习如何使用电脑正在变得越来越容易,原因是什么。文章第3段指出Learning how to use a computer is not that difficult , and it gets easier all the time as programs become more " user-friendly",即学习使用电脑不难,并正在变得更加容易,原因是电脑程序正变得“让用户容易使用”,因此可知B为正确选项。
    题干意思为:根据作者所述,第三段中“学习使用电脑”是什么意思。这一题的答案在文章的最后一句。即没有教一个人如何使用电脑这回事,一个人只能教别人如何使用这个或那个软件。答案C为学习特定的软件,符合题意。
    题干意思为:作者写这篇文章的目的是什么。文章在第一段引出了computer literacy的概念,即“电脑素养”。全篇都是在围绕这个词进行解释。

  • 第7题:

    共用题干
    Benefits of Playing Games

    1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.
    2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).
    3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.
    4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.
    5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.
    6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.

    Through soccer a Californian soccer player has discovered a way to spread_______.
    A:hope
    B:cooperating
    C:brave
    D:coordination
    E:grown-ups
    F:competition

    答案:A
    解析:
    第2段通过例举跳绳和捉迷藏的游戏,来说明这些游戏使得孩子们懂得日后生活中的一些规则。因此本段段意为游戏是如何影响孩子们的生活的。
    第3段开头第一句便说明孩子们的许多游戏都具有实践性的意义。
    第4段第一句话便说明许多运动可以提升国家或地区的自豪感。接下来举了奥运会的例子来说明这一点。
    本段通过举足球的例子,来说明足球可以使人们变得更团结。
    通过文章第2段最后一句话可知,跳绳和捉迷藏可以使孩子们学习到轮流和合作的规则。
    第3段第二句话提到,世界各地的孩子们通过玩游戏可以为他们成人后的工作做好准备。
    第3段最后一句提到,沙特阿拉伯的游戏可以训练孩子们在打猎时的手眼协调能力。
    根据第5段,一个加利福尼亚的足球运动员发明了通过足球传播希望的方式。

  • 第8题:

    单选题
    Generally speaking, men play ball games much better than women because ______.
    A

    men play ball games more often than women

    B

    men love ball games more than women do

    C

    men’s hand and eye movements are quicker in response

    D

    men have a smaller number of nerves in their brains than women


    正确答案: B
    解析:
    录音中提到“Boys also are generally faster in response than girls of hand and eye movements in ball games”,意思是:通常情况下,男孩子在球类运动中手眼运动反应比女孩子快,所以选项C的表述符合原文意思。

  • 第9题:

    填空题
    The young man did not have enough money; otherwise he (buy) ____ a more expensive watch.

    正确答案: would buy
    解析:
    本题考查虚拟语气。句意:这个年轻人没有足够的钱,否则他就会买个更贵的手表了。前半句使用过去时陈述已经发生的事情,otherwise连接的分句是对过去事实的假设,有虚拟含义,要用would do表示虚拟语气。故填入would buy。

  • 第10题:

    单选题
    People made small shops into small game houses in order to _____.
    A

    make computer games more popular

    B

    get more money

    C

    help people to learn computer better

    D

    make people happy


    正确答案: A
    解析:
    根据第一段“A lot of small shops along busy streets have been made into small game houses in order to get more money.”可知,选项B正确。

  • 第11题:

    单选题
    Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage  boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.What can you learn from“freemium”model?
    A

    It makes people inclined to pay for content on the web.

    B

    It relies on non-paying customers to make a profit.

    C

    It makes money only from a few fanatical customers.

    D

    It earns little for the game-publishers.


    正确答案: A
    解析:

  • 第12题:

    单选题
    What is the passage mainly about?
    A

    Game houses have a bad effect on young boys.

    B

    More and more small shops have been made into game houses.

    C

    Young boys spend a lot of money playing computer games.

    D

    People play games better after trying again and again.


    正确答案: A
    解析:
    通读全文可知,本文主要讲的是电脑游戏对年轻的男孩子的影响。由于人的赌博心理,慢慢地电脑游戏会影响他们的生活,学习等。故选项A正确。

  • 第13题:

    请阅读Passage 2,完成题:
    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 fall into some genres.
    The two genres most popular with the children I interviewed were'Plafformers' 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 'yells' 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' 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.

    According to the second paragraph, how does violence relate to playing computer games?
    查看材料

    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.

    答案:A
    解析:
    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。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。尤其是游戏即将失利的时候.玩家就会觉得沮丧.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。

  • 第14题:

    请阅读Passage 2,完成题:
    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 fall into some genres.
    The two genres most popular with the children I interviewed were'Plafformers' 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 'yells' 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' 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.

    What does "unscathed" (Para. 1) probably mean?
    查看材料

    A.unsettled
    B.unbeaten
    C.unharmed
    D.unhappy

    答案:C
    解析:
    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。

  • 第15题:

    The passage is mainly about__________.

    A.what has brought about less working time
    B.why employees want to make more money
    C.why employees have less leisure time
    D.what a good employee should be like

    答案:C
    解析:
    通过对全文的通读和理解,可知本文一直在围绕着为什么现在工作的人的业余时间那么少。

  • 第16题:

    The first true piece of sports equipment that man invented was the ball.
    In ancient Egypt,as everywhere,pitching stones was a favorite children's game.But a badly thrown rock could hurt a child.Looking for something less dangerous to throw,the Egyptians made what were probably the first balls.
    At first,balls were made of grass or leaves held together by vines.Later they were made of piece of animal skin sewed together and stuffed with feathers or hay.
    Even though the Egyptians were warlike,they found time for peaceful games.Before long they had developed a number of ball games,each with its own set of rules.Perhaps they played ball more for instruction than for fun.Ball playing was thought of mainly as a way to teach young men the speed and skill they would need for war.

    The ball was probably invented because__.

    A.throwing stones often caused injuries
    B.throwing stones was not fun
    C.games with stones did not have rules
    D.rocks were too heavy to throw

    答案:A
    解析:
    参见第二段。

  • 第17题:

    共用题干
    Benefits of Playing Games

    1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.
    2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).
    3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.
    4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.
    5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.
    6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.

    Paragraph 5_______
    A:What Is the Meaning of Games in National or Local Level?
    B:Why Games Can Have Practical Side?
    C:Why Parents Should Support Their Children to Play Games?
    D:How Games Influence Children's Lives?
    E:What Should You Think About Before Playing?
    F: What Soccer Can Bring to People?

    答案:F
    解析:
    第2段通过例举跳绳和捉迷藏的游戏,来说明这些游戏使得孩子们懂得日后生活中的一些规则。因此本段段意为游戏是如何影响孩子们的生活的。
    第3段开头第一句便说明孩子们的许多游戏都具有实践性的意义。
    第4段第一句话便说明许多运动可以提升国家或地区的自豪感。接下来举了奥运会的例子来说明这一点。
    本段通过举足球的例子,来说明足球可以使人们变得更团结。
    通过文章第2段最后一句话可知,跳绳和捉迷藏可以使孩子们学习到轮流和合作的规则。
    第3段第二句话提到,世界各地的孩子们通过玩游戏可以为他们成人后的工作做好准备。
    第3段最后一句提到,沙特阿拉伯的游戏可以训练孩子们在打猎时的手眼协调能力。
    根据第5段,一个加利福尼亚的足球运动员发明了通过足球传播希望的方式。

  • 第18题:

    共用题干
    Benefits of Playing Games

    1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.
    2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).
    3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.
    4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.
    5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.
    6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.

    Children play games that prepare them for work they will do as_______.
    A:hope
    B:cooperating
    C:brave
    D:coordination
    E:grown-ups
    F:competition

    答案:E
    解析:
    第2段通过例举跳绳和捉迷藏的游戏,来说明这些游戏使得孩子们懂得日后生活中的一些规则。因此本段段意为游戏是如何影响孩子们的生活的。
    第3段开头第一句便说明孩子们的许多游戏都具有实践性的意义。
    第4段第一句话便说明许多运动可以提升国家或地区的自豪感。接下来举了奥运会的例子来说明这一点。
    本段通过举足球的例子,来说明足球可以使人们变得更团结。
    通过文章第2段最后一句话可知,跳绳和捉迷藏可以使孩子们学习到轮流和合作的规则。
    第3段第二句话提到,世界各地的孩子们通过玩游戏可以为他们成人后的工作做好准备。
    第3段最后一句提到,沙特阿拉伯的游戏可以训练孩子们在打猎时的手眼协调能力。
    根据第5段,一个加利福尼亚的足球运动员发明了通过足球传播希望的方式。

  • 第19题:

    共用题干
    Benefits of Playing Games

    1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.
    2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).
    3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.
    4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.
    5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.
    6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.

    Saudi Arabian game called bones sharpens the hand-eye ________needed in hunting.
    A:hope
    B:cooperating
    C:brave
    D:coordination
    E:grown-ups
    F:competition

    答案:D
    解析:
    第2段通过例举跳绳和捉迷藏的游戏,来说明这些游戏使得孩子们懂得日后生活中的一些规则。因此本段段意为游戏是如何影响孩子们的生活的。
    第3段开头第一句便说明孩子们的许多游戏都具有实践性的意义。
    第4段第一句话便说明许多运动可以提升国家或地区的自豪感。接下来举了奥运会的例子来说明这一点。
    本段通过举足球的例子,来说明足球可以使人们变得更团结。
    通过文章第2段最后一句话可知,跳绳和捉迷藏可以使孩子们学习到轮流和合作的规则。
    第3段第二句话提到,世界各地的孩子们通过玩游戏可以为他们成人后的工作做好准备。
    第3段最后一句提到,沙特阿拉伯的游戏可以训练孩子们在打猎时的手眼协调能力。
    根据第5段,一个加利福尼亚的足球运动员发明了通过足球传播希望的方式。

  • 第20题:

    单选题
    Passage2      Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  Angry Birds on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.      Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.     Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.     Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.      But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  casual games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.      The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to developfreemium models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.Asgaming comes to be seen as just another medium, its tech-savvy approach could provide awelcome shot in the arm for existing media groups.The two examples in Paragraph l are used to illustrate that_____.
    A

    video-game players tend to be older

    B

    females in America tend to enjoy playing video games

    C

    it is hard to change old stereotypes

    D

    the video-game industry has grown rapidly


    正确答案: C
    解析:

  • 第21题:

    问答题
    Recently, the fact that more and more students are spending too much time playing computer games has aroused great concern. What influences do the computer games have on people and what should we do with them? Write a composition to give your views. You should write at least 120 words.

    正确答案:
    Nowadays, most of the boy students are crazy about playing computer games. The parents and teachers are very concerned with this situation. Then what influences does the computer game have on the players and what should we do with it?
    The computer games can give the players intellectual confidence and enhance their learning on a certain degree. However, their disadvantages are more prevailing. Most of the video games are of violent theme, which may desensitize the players to violence and alter their perception of reality. That may also give them the false idea that violence is an acceptable way to deal with problems and conflict. Meanwhile, spending too much time on video games would certainly affect their study. Concerning this, we should control children’s time spent on playing computer games and encourage them to do some other activities, such as doing sports, reading and travelling.
    解析: 暂无解析

  • 第22题:

    单选题
    What will happen to the boys if they keep going to the game houses?
    A

    They will win a lot of money.

    B

    They will make a lot of good friends there.

    C

    They will fail in their study and even break laws.

    D

    They will live a happy life in the future.


    正确答案: B
    解析:
    根据最后一段“hey forget all about their lessons and fall far behind others.”和“They begin to take away other students’ money and become thieves.”可知,他们将会成绩落后,有些学生偷同学的钱,变成了小偷,触犯法律。故选项C正确。

  • 第23题:

    问答题
    Directions:Recently, the fact that more and more students have spent too much time playing computer games has aroused great concern. Though the computer and the Internet have brought us great convenience and pleasure in getting information, entertainment and contact with others, we should not ignore their negative impacts on people, especially young students. What bad influences do the computer games have on people and what should we do with them? Write a composition to give your views. You should write at least 160 words.

    正确答案:
    Recently, the fact that more and more students have spent too much time playing computer games has aroused great concern. It's high time to prevent them from indulging in those games.
    Though the computer and the Internet have brought us great convenience and pleasure in getting information, entertainment and contact with others, we should not ignore their negative impacts on people, especially young students. To begin with, to play computer games excessively can damage the players' physical health, especially their eyes. In addition, those students who are addicted to computer games tend to neglect their studies, idle away their time and even commit crimes.
    From what has been discussed above, I think it is imperative that some effective measures be taken to solve the problem. To begin with, the computer access for students should be controlled and the time students spend on computer games should be limited. Then, the quality of computer software and games for young students should be examined in case they are adversely influenced by inappropriate programs that involve violence and sex content. Finally, the law and the regulation should be made to protect students from being corrupted and misled by computer games. Meanwhile, parents and teachers should take responsibility for educating the students to realize the harmful effects of computer games.
    解析: 暂无解析

  • 第24题:

    单选题
    Many studies have suggested that _____.
    A

    more and more young people enjoy cruel computer games

    B

    violence in computer games makes their players more aggressive

    C

    there are now far more incidents of violence due to computer games

    D

    simulated violence in computer games is different from real violence


    正确答案: B
    解析:
    第五段第三句提到,许多研究表明游戏中的暴力与玩游戏的人的暴力倾向增强是有关系的。