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Imagine a hardcore video game fanatic, and the picture you summon probably won't resemble Roman Rivera.He grew up captivated by games from "Pokemon" to "Call of Duty," and evaded his mom's screen time limits by covertly playing his Game Boy after lights out. Now that he's 21, he spends up to four hours a day battling enemies in the virtual arena of "Dota 2."Yet he was an honor student and a member of the debate team at Downers Grove North High School, and today he's studying economics at the University of Chicago. These accomplishments didn't come in spite of gaming, Rivera said; in a way, gaming helped to make them possible."You pick up skills from whatever you do, and you can decide to aim those skills in an intellectual direction," he said, crediting video games with broadening his interests and improving his mental dexterity. "They definitely enhanced the abilities I needed in life that weren't always directly present. Without a doubt they have benefited me."Rivera's belief echoes a new wave of research that has found surprising advantages in an activity many dismiss as a waste of time, if not an outright menace. Social scientists have recently linked gaming with enhanced mental skills, moral sensitivity and even physical fitness, creating a new image of this ubiquitous but controversial pastime."We're working really hard on understanding what aspects of gaming could be leveraged for the betterment of society," said Daphne Bavelier, a cognitive neuroscientist who researches video games at the University of Geneva in Switzerland and the University of Rochester in New York. "Everyone understands it's here to stay. It's not going to disappear. You could try to ban it, but it seems to have really interesting positive effects."'Techno-panic' endingResearchers have done thousands of studies on gaming since the 1980s, often with unmistakably negative results. Some associated video games with an increased risk of epileptic seizures, while others cautioned that the games could provoke dangerously elevated heart rates. Many studies also linked violent games to aggression and anti-social behavior.Such findings contributed to the anxiety surrounding video games, said Christopher Ferguson, a psychology professor at Florida's Stetson University. He cited the outcry over violent games that came when Newtown gunman Adam Lanza was portrayed as a shooting game obsessive (investigators ultimately found that Lanza's primary gaming fixation was "Dance Dance Revolution").Ferguson said early research into any new technology is often flawed. Studies that aim to find negative effects get funded and promoted, while those with more benign findings are unpublished and forgotten, he said.When a new generation of scholars more familiar with the technology comes along, different results often appear - and that's what is happening with gaming, he said."We're just not seeing the kind of data emerge that would support the techno-panic that was common in earlier years," he said.Ferguson has done dozens of studies on the subject and has consistently found that violent video games do not contribute to societal aggression. One recent project actually concluded that some children who play violent games are less likely than others to act like bullies."My speculation is that maybe kids turn to video games cathartically …or it could just be that they're busy, so they don't have time to bully other kids," he said.Another counterintuitive take on video game violence came from University of Buffalo communications professor Matthew Grizzard, who had research subjects play a first-person shooter game as either a United Nations soldier or a terrorist.He found that those who took the role of bad guy often felt guilt over the virtual bloodshed they committed and exhibited greater moral sensitivity than those who played as soldiers."Video games are these important moral sandboxes," he said. "They allow us to practice moral decision-making we can't do in the real world. Games can be this really important tool for teaching people what the right decisions might be. Maybe one way to do that is showing what the consequences of wrong decisions would be."Gamers more fit?Gaming has long been identified as a factor in worsening child obesity, but research that scholar Chennan Liu performed at the University of Illinois at Urbana-Champaign suggests the pastime might have gotten a bad rap. Youth survey data she examined found that those who play video games for an average of three to six hours a day were healthier than those who played less.Liu, now a professor of social work at Renmin University of China, said the unexpected result calls for further study. But she guessed that gaming might burn more calories than watching TV, or that kids gripping a controller are less inclined to pick up a snack or a soda.That theory made sense to Dan Wojtowicz, 18, a student at Andrew High School in Tinley Park, who spends up to seven hours a day on "Starcraft II," "League of Legends" and other games."When I go on long gaming streaks, many times I don't feel the need to eat as much, even though it takes a lot of my energy," he said. "I can go without eating for three to four hours."The most intriguing studies might be coming from neuroscientists, who are using MRIs and other high-tech devices to learn how gaming affects the brain. Simone Kuhn, a researcher at the Max Planck Institute for Human Development in Berlin, has found that the prefrontal cortex actually grows thicker and gray matter more voluminousin people who play games as humble as "Super Mario 64," changes that could improve memory and navigational ability.Bavelier has focused on cognitive performance, finding that first-person shooters - one of the most reviled categories of video games - can help improve a person's vision and ability to pay attention.How that might translate into real-world benefits is still unclear, but Bavelier noted that young gamers have been shown to make superior laparoscopic surgeons, performing faster and making fewer errors than more experienced peers."One thing about this work, you need to leave at the door what you think this technology is doing and study it in earnest," she said. "It's not the case that we can get a sense of its impact intuitively."Doubters remainNot everyone is sold on the positive findings coming from recent gaming research. Joseph Bisoglio, who has studied the subject at Columbia University Medical Center in New York, said "the hype has outpaced the data."One big problem, he said, is that studies generally don't compare gaming with other activities that stimulate the brain, such as learning to speak another language or practicing a musical instrument. So while gaming might improve cognitive performance in some ways, he said, other activities could produce even more profound effects."I'm just generally cautious, especially when something can very easily bemarketed," he said. "Video games already make a lot of money, and to say they're therapeutic before the evidence is there, that really concerns me."Doug Bakshis was dubious of the value of video games when his son Noah began to shut himself in his room to play the likes of "Minecraft" and "Fallout: New Vegas" for hours at a time. But then Noah, who has Asperger's syndrome, started to show a more open personality."The games have had a very calming effect on him," Bakshis said. "In the gaming world, he's in control of the environment, where he's not in the real world. He's gotten much more focused, and when things have happened in the real world, he's been more able to deal with it."Noah Bakshis, now a 15-year-old freshman at Downers Grove North, said gaming has expanded his interests, prompting him to study archery and Japanese culture after first encountering the topics virtually. His attention, focus and coordination have also improved, he said, as has his self-awareness."(Games) helped me discover what my inner ethics are, what choices I would make in particular situations," he said. "What I've found is I generally try to resolve things peacefully. …You can grow emotional attachment to the characters, and that's not a bad thing. It proves they can give humanization to a bunch of polygons."32.According to paragraph 5, what was gaming previously thought of ? ____ A. It could be beneficial to people's mental and physical health.B. Not mentionedC. It was just a pastime similar to other entertainments.D. It could waste a lot of time.33. What can we infer from paragraph 6 ? ____ A. Scientists still pay little attention to the positive effects of gaming.B. All the gaming should be banned immediately.C. The positive effects of gaming are undeniable.D. The disadvantage of gaming weighs more than its advantage.34. What's the reason why previous studies on gaming are often flawed ? ____ A. Researchers are not familiar with the technology in the field of gaming.B. Not mentionedC. The methods of researching gaming are unenlightened.D. The negative effects of gaming are funded and promoted while the benign ones are paid little attention and unpublished.35. What's the main idea of this passage ? ____ A. The positive effects the gaming has on peopleB. The negative effects the gaming has on peopleC. How to prevent the gaming from peopleD. Video games can be good for people according to the new research

Imagine a hardcore video game fanatic, and the picture you summon probably won't resemble Roman Rivera.
He grew up captivated by games from "Pokemon" to "Call of Duty," and evaded his mom's screen time limits by covertly playing his Game Boy after lights out. Now that he's 21, he spends up to four hours a day battling enemies in the virtual arena of "Dota 2."
Yet he was an honor student and a member of the debate team at Downers Grove North High School, and today he's studying economics at the University of Chicago. These accomplishments didn't come in spite of gaming, Rivera said; in a way, gaming helped to make them possible.
"You pick up skills from whatever you do, and you can decide to aim those skills in an intellectual direction," he said, crediting video games with broadening his interests and improving his mental dexterity. "They definitely enhanced the abilities I needed in life that weren't always directly present. Without a doubt they have benefited me."
Rivera's belief echoes a new wave of research that has found surprising advantages in an activity many dismiss as a waste of time, if not an outright menace. Social scientists have recently linked gaming with enhanced mental skills, moral sensitivity and even physical fitness, creating a new image of this ubiquitous but controversial pastime.
"We're working really hard on understanding what aspects of gaming could be leveraged for the betterment of society," said Daphne Bavelier, a cognitive neuroscientist who researches video games at the University of Geneva in Switzerland and the University of Rochester in New York. "Everyone understands it's here to stay. It's not going to disappear. You could try to ban it, but it seems to have really interesting positive effects."
'Techno-panic' ending
Researchers have done thousands of studies on gaming since the 1980s, often with unmistakably negative results. Some associated video games with an increased risk of epileptic seizures, while others cautioned that the games could provoke dangerously elevated heart rates. Many studies also linked violent games to aggression and anti-social behavior.
Such findings contributed to the anxiety surrounding video games, said Christopher Ferguson, a psychology professor at Florida's Stetson University. He cited the outcry over violent games that came when Newtown gunman Adam Lanza was portrayed as a shooting game obsessive (investigators ultimately found that Lanza's primary gaming fixation was "Dance Dance Revolution").
Ferguson said early research into any new technology is often flawed. Studies that aim to find negative effects get funded and promoted, while those with more benign findings are unpublished and forgotten, he said.
When a new generation of scholars more familiar with the technology comes along, different results often appear - and that's what is happening with gaming, he said.
"We're just not seeing the kind of data emerge that would support the techno-panic that was common in earlier years," he said.
Ferguson has done dozens of studies on the subject and has consistently found that violent video games do not contribute to societal aggression. One recent project actually concluded that some children who play violent games are less likely than others to act like bullies.
"My speculation is that maybe kids turn to video games cathartically …or it could just be that they're busy, so they don't have time to bully other kids," he said.
Another counterintuitive take on video game violence came from University of Buffalo communications professor Matthew Grizzard, who had research subjects play a first-person shooter game as either a United Nations soldier or a terrorist.
He found that those who took the role of bad guy often felt guilt over the virtual bloodshed they committed and exhibited greater moral sensitivity than those who played as soldiers.
"Video games are these important moral sandboxes," he said. "They allow us to practice moral decision-making we can't do in the real world. Games can be this really important tool for teaching people what the right decisions might be. Maybe one way to do that is showing what the consequences of wrong decisions would be."
Gamers more fit?
Gaming has long been identified as a factor in worsening child obesity, but research that scholar Chennan Liu performed at the University of Illinois at Urbana-Champaign suggests the pastime might have gotten a bad rap. Youth survey data she examined found that those who play video games for an average of three to six hours a day were healthier than those who played less.
Liu, now a professor of social work at Renmin University of China, said the unexpected result calls for further study. But she guessed that gaming might burn more calories than watching TV, or that kids gripping a controller are less inclined to pick up a snack or a soda.
That theory made sense to Dan Wojtowicz, 18, a student at Andrew High School in Tinley Park, who spends up to seven hours a day on "Starcraft II," "League of Legends" and other games.
"When I go on long gaming streaks, many times I don't feel the need to eat as much, even though it takes a lot of my energy," he said. "I can go without eating for three to four hours."
The most intriguing studies might be coming from neuroscientists, who are using MRIs and other high-tech devices to learn how gaming affects the brain. Simone Kuhn, a researcher at the Max Planck Institute for Human Development in Berlin, has found that the prefrontal cortex actually grows thicker and gray matter more voluminousin people who play games as humble as "Super Mario 64," changes that could improve memory and navigational ability.
Bavelier has focused on cognitive performance, finding that first-person shooters - one of the most reviled categories of video games - can help improve a person's vision and ability to pay attention.
How that might translate into real-world benefits is still unclear, but Bavelier noted that young gamers have been shown to make superior laparoscopic surgeons, performing faster and making fewer errors than more experienced peers.
"One thing about this work, you need to leave at the door what you think this technology is doing and study it in earnest," she said. "It's not the case that we can get a sense of its impact intuitively."
Doubters remain
Not everyone is sold on the positive findings coming from recent gaming research. Joseph Bisoglio, who has studied the subject at Columbia University Medical Center in New York, said "the hype has outpaced the data."
One big problem, he said, is that studies generally don't compare gaming with other activities that stimulate the brain, such as learning to speak another language or practicing a musical instrument. So while gaming might improve cognitive performance in some ways, he said, other activities could produce even more profound effects.
"I'm just generally cautious, especially when something can very easily bemarketed," he said. "Video games already make a lot of money, and to say they're therapeutic before the evidence is there, that really concerns me."
Doug Bakshis was dubious of the value of video games when his son Noah began to shut himself in his room to play the likes of "Minecraft" and "Fallout: New Vegas" for hours at a time. But then Noah, who has Asperger's syndrome, started to show a more open personality.
"The games have had a very calming effect on him," Bakshis said. "In the gaming world, he's in control of the environment, where he's not in the real world. He's gotten much more focused, and when things have happened in the real world, he's been more able to deal with it."
Noah Bakshis, now a 15-year-old freshman at Downers Grove North, said gaming has expanded his interests, prompting him to study archery and Japanese culture after first encountering the topics virtually. His attention, focus and coordination have also improved, he said, as has his self-awareness.
"(Games) helped me discover what my inner ethics are, what choices I would make in particular situations," he said. "What I've found is I generally try to resolve things peacefully. …You can grow emotional attachment to the characters, and that's not a bad thing. It proves they can give humanization to a bunch of polygons."
32.According to paragraph 5, what was gaming previously thought of ? ____
A. It could be beneficial to people's mental and physical health.
B. Not mentioned
C. It was just a pastime similar to other entertainments.
D. It could waste a lot of time.
33. What can we infer from paragraph 6 ? ____
A. Scientists still pay little attention to the positive effects of gaming.
B. All the gaming should be banned immediately.
C. The positive effects of gaming are undeniable.
D. The disadvantage of gaming weighs more than its advantage.
34. What's the reason why previous studies on gaming are often flawed ? ____
A. Researchers are not familiar with the technology in the field of gaming.
B. Not mentioned
C. The methods of researching gaming are unenlightened.
D. The negative effects of gaming are funded and promoted while the benign ones are paid little attention and unpublished.
35. What's the main idea of this passage ? ____
A. The positive effects the gaming has on people
B. The negative effects the gaming has on people
C. How to prevent the gaming from people
D. Video games can be good for people according to the new research

题目解答

答案

32. D 细节理解题.根据第五段第一句"Rivera's belief echoes a new wave of research that has found surprising advantages in an activity many dismiss as a waste of time, if not an outright menace里维拉的观点与新一波研究相呼应,这一波研究在许多人认为是浪费时间的活动中发现了惊人的优势,即使不是彻底的威胁."可知以前人们认为玩游戏浪费时间,故选D.
33. C 推理判断题.根据第六段最后一句"You could try to ban it, but it seems to have really interesting positive effects你可以尝试禁止它,但它似乎有真正有趣的积极作用."所以C项正确.故选C.
34. D 细节理解题.根据第九段"Ferguson said early research into any new technology is often flawed. Studies that aim to find negative effects get funded and promoted, while those with more benign findings are unpublished and forgotten, he said.When a new generation of scholars more familiar with the technology comes along, different results often appear - and that's what is happening with gaming, he said.
弗格森说,对任何新技术的早期研究往往是有缺陷的.旨在发现负面影响的研究得到资助和推广,而那些有更良性发现的研究则是未发表和被遗忘的,他说."可知是因为发现负面影响的研究得到资助和推广,而那些有更良性发现的研究则是未发表和被遗忘的,故选D.
35.D 主旨大意题.阅读全文可知,这篇文章重点介绍了游戏对人有着积极的影响.故选D.

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  • ( )I can’t recall the______, but I did meet her before.A. occasionallyB. occasionalC. occasionD. occasioned

  • 6. The children will now play some pieces of music that they ______ themselves. A.were taught posed C.accomplished D.worked7. While she waited,she tried to ______ her mind with pleasant thoughts of the vacation. A.occupy pose C.think D.intensify8. In the film,the peaceful life of a monk ______ the violent life of a murderer. A.is compared with B.is compared to C.is contrasted to D.is contrasted with9. ______ to pay for an order is simplicity itself. A.Use plastic B.Using plastics C.Using plastic D.Used plastic10. Additional time is required for cooking or ______ homemade dishes. A.chill B.to chill C.chilled D.chilling

  • "There is a senseless concept that children grow up and leave home when they're 18,and the truth is far from that,"says sociologist Larry Bumpass of the University of Wisconsin.Today,unexpected numbers of young adults are living with their parents."There is a major change in the middle class,"declares sociologist Allan Schnaiberg of Northwestern University,whose son,19,moved back in after an absence of eight months.Analysts list a variety of reasons for this return to the nest.The marriage age is rising,a condition that makes home and its pleasantness particularly attractive to young people.A high divorce rate and a declining remarriage rate are sending economically pressed and emotionally hurt survivors back to parental shelters.For some,the expense of an away-from-home college education has become so extremely great that many students now attend local schools.Even after graduation,young people find their wings clipped(夹住) by skyrocketing housing costs.Living at home,says Knighton,a school teacher,continues to give her security and moral support.Her mother agreed,"It's ridiculous for the kids to pay all that money for rent.It makes sense for kids to stay at home."But sharing the family home requires adjustments for all.There are the hassles over bathrooms,telephones and privacy.Some families,however,manage the delicate balancing act.But for others,it proves too difficult.Michelle Del Turco,24,has been home three times-and left three times."What I considered a social drink,my dad considered an alcohol problem,"she explains."He never liked anyone I dated,so I either had to hide away or meet them at friends'houses."Just how long should adult children live with their parents before moving on?Most psychologists feel lengthy homecomings are a mistake.Children struggling to establish separate identities,can end up with"a sense of inadequacy,defeat and failure."And aging parents,who should be enjoying some financial and personal freedom,find themselves stuck with responsibilities.Many agree that brief visits,however,can work beneficially.63.According to the author,there was once a trend (趋势) in the U.S ____ .A.for middle class young adults to stay with their parents.B.for young adults to get jobs nearby in order to live with their parents.C.for married young adults to move back home after a lengthy absence.D.for young adults to leave their parents and live independently.64.Which of the following does not account for young adults returning to the nest? ____ A.Young adults find housing costs too high.B.Quite a number of young adults attend local schools.C.Young adults are psychologically and intellectually immature.D.Young adults seek parental comfort and moral support.65.One of the disadvantages of young adults returning to stay with their parents is that ____ .A.the young adults tend to be overprotected by their parentsB.there will unavoidably be inconveniences in everyday lifeC.most parents find it difficult to keep a bigger family goingD.public opinion is against young adults staying with their parents66.The word"hassles"in the passage (Para.3,Line 4)probably means ____ .A.agreementsB.worriesC.disadvantagesD.quarrels

  • Responsibilities ______becoming a father.A. charge forB. go withC. save forD. go through

  • ID 89612-|||-We prefer fully __ the plan __ it into execution in a hurry.-|||-OA.discussing.to put-|||-OB.discussing . than put-|||-C.discussing...to putting-|||-O Do ti discuss.than to put

  • If you_________in a job for several years, you may be able to accumulate a lot of work experience and skills that would be beneficial to your future career development.A. have workedB. had workedC. have been workingD. had been working

  • 26)Could she picture him ___ politics with her father in the drawing-room at her home ?A. discussingB. to discussC. as to discussD. that discusses

  • Never before in my career _ _ of an assignment A have l frightened B had I frightened C had I been frightened D have I been frightened

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