2016年12月英語六級閱讀理解特訓習題
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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 fall 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 ‘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(轉載自中國教育文摘,請保留此標記。) 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.
11. 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
12. Which of the following games is supposed to contain violent content?
[A] Sonic
[B] Super Mario
[C] Platformer
[D] Beat-Them-Up
13. What does unscathed (Paragraph 1, Last line) probably mean?
[A] unsettled
[B] unbeaten
[C] unharmed
[D] unhappy
14. 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.
15. 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.
答案及解析
11. 答案是[A] How does playing computer games affect the level of violence in children
解析:文章的主題,可以從第一段中看出。作者開頭就說,A big focus of the criticism of computer games has concerned the content of the games being played(計算機遊戲的內容遭到很多非議)。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.(計算機遊戲引起爭議,有部分原因是因爲,小孩打遊戲總是過了頭,遊戲已經滲透到他們生活中去。人們擔心,孩子們因爲打遊戲時間過長,漸漸變的有暴力傾向。)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對計算機遊戲的一些擔心,來自於孩子無法辨別虛構世界和現實世界。可見,作者本文主要討論的問題,是計算機遊戲中的暴力給孩子們帶來的影響。
12. 答案是[D] Beat-Them-Up
解析:該細節可以在文章第一段找到。文章第一段介紹了主要的兩類電子遊戲:Platformers和Beat-Them-Ups。前者包括Sonic和超級瑪麗。後者是打遊戲者作爲遊戲中的卡通人物的單人獨鬥類遊戲,後者一般被認爲有暴力內容。關鍵語句爲Beat-them-ups are the games which have caused concern over their violent content.
13. 答案是[C] unharmed
解析:可以根據上下文判斷:文章第一段結尾,unscathed出現的語句爲,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. (從很多方面來說,可以把電子遊戲裏的暴力和卡通片裏的暴力比較:卡通片中的人物被擊中腦袋,或者從懸崖上掉下去,也可以毫髮無損地走開。)只有[C]正確。其他選項,[A] unsettled:紊亂的,無人居住的,東飄西蕩的,不安定的。[B] unbeaten:未搗碎的,未被擊敗的;未被超越的;[D] unhappy:不快樂的',不幸福的,都是錯誤選項。
14. 答案是[A] When losing computer games children tend to experience frustration and anger.
解析:文章第二段介紹爲什麼沉迷於電子遊戲中會使孩子們產生暴力傾向。作者先將本段內容在開頭進行綜述,小孩打遊戲總是過了頭,遊戲已經滲透到他們生活中去。人們擔心,孩子們因爲打遊戲時間過長,漸漸變的有暴力傾向。尤其是遊戲即將失利的時候,玩家就會覺得沮喪,爲自己曾經的失誤氣惱, 總想再來一次(have ‘one last go’)。作者說,Platforms和Beat-Them-Ups同樣會使孩子們覺得失利後的沮喪,因此[B] 的說法,Beat-Them-Ups更受歡迎,因此更容易激發暴力行爲,是錯誤的。[C] ,手眼協調出色的人更容易有暴力傾向,文章並沒有相關內容。[D],遊戲中的暴力使得孩子們沉迷於遊戲中,文章也沒有這樣的說法。作者認爲,容易使孩子們沉迷於其中的,是他們自己玩遊戲時候的失利,遊戲結束時,看到GAME OVER,他們對自己在打那一局時所犯錯誤的懊惱。
15. 答案是[C] Because computer games involve children more than TV or films.
解析:問的是爲什麼電子遊戲比電影和電視更容易激發孩子們的暴力行爲。解題的關鍵語句是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.電子遊戲比電影或電視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爲影響更大。容易錯選成[A],孩子們分不清虛構和現實世界,這雖然是文章原句,但這並不是作者想引出的遊戲和影視的根本區別。[D]是打遊戲的結果,並不是作者想探究的,爲什麼遊戲比影視更容易讓孩子產生暴力行爲的原因。
註釋 Notes
narrative n. (本文中作名詞)敘述,故事
genre n. 類型,流派
obstacle n. 障礙物
animated adj. 動畫的
cliff n. 懸崖
unscathed adj. 毫髮無損的
controversy n. 爭議
spill over into 深入到,滲透到
prolonged adj. 長時間的
frustration n. 挫折
coordination n. 協調,協調性
annoyance n. 煩惱,煩擾,惱怒,惱火
addictive adj. 讓人上癮的
implication n. 含義,內涵
stability n. 穩定性,穩定
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