【简答题】
阅读理解。
s originally are entertainment. Contemporary s are very realistic and for this reason they are
a source of great experience for the player and develop the imagination. s are entertainment and even
more than that. The statistics (统计) of the New York University led by Green claim that the player
preferring active s get improvement of some types of brain activity. In particular, players deal
with problems of simultaneously (同时地) tracking several moving objects at the average level of 30%
better than people who do not play active computer video s. The 'gaming' violent experience may not
be the cause of violent behavior in reality. None of the playing experience will become the priority in
important decisions concerning problems in real life. A is an abstraction (虚拟物). A player gets
abstract tasks and acts according to abstract rules.
s are also the possibility to be however a person wants to be and to rest from the outside world for
some time. But what if a person gets so much excited with the scenes that he becomes violent in reality?
Then, it proves that the s cause people to become violent in reality. But a psychologically healthy person
will never confuse these two different worlds. A is a virtual world with visual images very similar to
human. These images represent by themselves nothing but playing obstacles (障碍). A may potentially
give the opportunity to 'destroy the obstacles' that may not be destroyed according to the rules but it is more
about personal choice whether to do it or not. This leads us to the conclusion that violence is not a
consequence but the cause. People who are originally trended to violence may get into a temper by s and
perform violence in the 'real world'. But in this case violence in s is a justification (理由) of the
violent nature of the player.
1. The passage is_____.
[ ]
A. a story
B. a descriptive writing
C. an argumentative writing
D. a scientific essay
2. In the first paragraph the author used the statistics to prove that _____.
[ ]
A. s can provide experience for the players
B. s can help develop players' imagination
C. s can cause violent behavior
D. s are more than entertainment
3. What is the author's attitude towards the 'computer s'?
[ ]
A. 'Violent s' can lead to the performance of violence in the real world
B. Violence is not a consequence of the 'computer s' but the cause
C. s are just entertainment and nothing more.
D. The virtual world and the real world are just the same.
4. The best title for this passage is _____.
[ ]
A. Violent s cause violence
B. s: good or bad?
C. The cause of violence
D. The consequence of s
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