(C) A big focus of the criticism of computer games has concerned the content of the games being played. When the story of the games is analyzed they can be seen to fall into some styles. The two styles 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 (动画的) 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 off a cliff but walks away unscathed. Argument 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 longtime 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 (协调). 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.74. The best title for the passage is _______.A. How to control anger while playing computer games B. There is no difference between ‘Platformers’ and ‘Beat-Them-Ups’ C. How does playing computer games affect the level of violence in childrenD. How to make children spend less time on computer games75. The word “unscathed” in Paragraph 1 probably means ________.A. unharmed B. unbeaten C. unsettled D. unhappy76. According to Paragraph 2, how does violence relate to playing computer games?A. Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior. B. When losing computer games children tend to experience frustration and anger. 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.77. 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 can produce more anti-social behavior. D. Because computer games involve children more than TV or films.
(C)
A big focus of the criticism of computer games has concerned the content of the games being played. When the story of the games is analyzed they can be seen to fall into some styles. The two styles 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 (动画的) 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 off a cliff but walks away unscathed.
Argument 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 longtime 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 (协调). 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.
74. The best title for the passage is _______.
A. How to control anger while playing computer games
B. There is no difference between ‘Platformers’ and ‘Beat-Them-Ups’
C. How does playing computer games affect the level of violence in children
D. How to make children spend less time on computer games
75. The word “unscathed” in Paragraph 1 probably means ________.
A. unharmed B. unbeaten C. unsettled D. unhappy
76. According to Paragraph 2, how does violence relate to playing computer games?
A. Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior.
B. When losing computer games children tend to experience frustration and anger.
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.
77. 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 can produce more anti-social behavior.
D. Because computer games involve children more than TV or films.
题目解答
答案
文章大意:文章主要写了计算机游戏中的暴力给孩子们带来的影响。
74.答案:C
解析:主旨大意题。文章的主题,可以从第一段中看出。作者开头就说,A big focus of the criticism of computer games has concerned the content of the games being played(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.(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,孩子们因为打游戏时间过长,渐渐变的有暴力倾向。)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对计算机游戏的一些担心, 来自于孩子无法辨别虚构世界和现实世界。可见,作者本文主要讨论的问题,是计算机游戏中的暴力给孩子们带来的影响。
75.答案:A
解析:猜词测意题。由第一段“In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls off a cliff but walks away unscathed.”可知这句话的意思是“在许多方面,这种暴力可以比作暴力儿童动画片中角色头部被击中或掉下了悬崖,但走开了毫发无损。”所以“unscathed”是毫发无损的,即A unharmed(未受到伤害的),所以答案选A。
76.答案:B
解析:细节理解题。文章第二段介绍为什么沉迷于电子游戏中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生活中去。人们担心,孩子们因为打游戏时间过长,渐渐变的有暴力倾向。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(have ‘one last go’)。作者说,Platforms和Beat-Them-Ups同样会使孩子们觉得失利后的沮丧,因此[A] 的说法,Beat-Them-Ups更受欢迎,因此更容易激发暴力行为,是错误的。[C] ,手眼协调出色的人更容易有暴力倾向,文章并没有相关内容。[D],游戏中的暴力使得孩子们沉迷于游戏中,文章也没有这样的说法。作者认为,容易使孩子们沉迷于其中的,是他们自己玩游戏时候的失利,游戏结束时,看到GAME OVER,他们对自己在打那一局时所犯错误的懊恼。
77.答案:D
解析:细节理解题。问的是为什么电子游戏比电影和电视更容易激发孩子们的暴力行为。解题的关键语句是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.电子游戏比电影或电视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。容易错选成[A],孩子们分不清虚构和现实世界,这虽然是文章原句,但这并不是作者想引出的游戏和影视的根本区别。[C]是打游戏的结果,并不是作者想探究的,为什么游戏比影视更容易让孩子产生暴力行为的原因。
解析
本文围绕电脑游戏对儿童的影响展开展开,重点讨论了游戏内容(如“平台游戏”和“打斗游戏”,以及游戏玩法带来的挫败感、愤怒情绪,进而分析这些因素如何可能导致儿童暴力倾向,并解释了为何电子游戏比电视或电影对儿童的影响更大。
74. 最佳标题题
文章核心是探讨电脑游戏(尤其是暴力内容)对儿童暴力水平的影响。
- A:“如何控制玩游戏时的愤怒”,仅涉及游戏中的一个细节,非主旨;
- B:“平台游戏与打斗游戏无差异”,与原文“两种风格最最受欢迎”矛盾”,错误;
- C:“玩电脑游戏如何影响儿童的暴力水平”,直接概括文章核心讨论的问题;
- D:“如何让儿童少玩游戏”,原文未提及“控制时间”,错误。
75. “unscathed词义猜测题
根据上下文:“卡通片中角色被击中头部或从悬崖坠落,但______走开”。结合常识,卡通暴力通常有夸张的“安全”结局,推测“未受伤”。
- A. unharmed(未受伤害) 符合语境;
- B. unbeaten(未被击败) 侧重“未输”,与“受伤”无关;
- C. unsettled(未解决)、D. unhappy(不开心) 均不符。
76. 暴力与玩游戏的关系(段落2)
段落2指出:玩游戏时的失败会带来强烈挫败感和愤怒(“intense frustration and anger”),无论是“打斗游戏”还是“平台游戏”均如此。
- A:“打斗游戏更受欢迎,更易引发暴力”,原文未提“更受欢迎”导致暴力,错误;
- B:“输游戏时儿童会感到挫败和愤怒”,符合原文明确提到“Playing computer games involves feelings of intense frustration and anger”,正确;
- C:“手眼协调好的人更暴力倾向更强”,原文未提及“手眼协调”与暴力的关系,错误;
- D:“游戏暴力内容让儿童成瘾”,原文称“成瘾”源于“想再试一次”的决心,非暴力内容,错误。
77. 电子游戏比电视/电影更易引发暴力的原因
原文明确:“The problem with video games is that they involve children more than television or films”(电子游戏比电视/电影更让儿童“参与其中”)。
- A:“儿童无法区分虚构与现实”,是部分担忧,但非“更易引发暴力”的根本原因;
- B:“儿童在操场模仿游戏场景”是结果,非原因;
- C:“导致反社会行为”是结果,非原因;
- D:“电子游戏比电视/电影更让儿童参与”,直接对应原文,正确。