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[主观题]

The video game poses a world—a much simpler world than our own, where success is very clea

rly defined and, for a time, clearly attainable. Through practice, a player can control this world for a while. He can escape from the anxieties of real life into a place where his own actions always count, where he can be a hero. When the game is over, he hasn't lost or been beaten. Is a surfer beaten when he flies from a wave?

Most video games call for some semblance of hand-eye coordinatiofi, and some hospitals are now using them in recovery programs for brain-damaged patients. It has been found that some patients who were otherwise thought to be unreachable have been brought out, through their use. Moreover experimental research is now being conducted regarding the feasibility of video games as a test for drunken driving. The drunken act to slow reaction time and impair coordination and nowhere is this kind of impairment more measurable than on the video game playfield. Some day a poor showing at "Six-Pack Man" may cost you your license.

Video games for the microcomputer are not restricted to mere "twitch" (痉挛) games, however. Strategy games are at last as popular, and among these are the so-called "fantasy role-playing", adventures. These games allow the player to construct a whole new personality, choosing strengths and weaknesses from a list of possible character traits.

Nowadays, more and more adolescents are crowded in electronic game houses for whole days to experience what they perceive to be excitement. In the due course, they train their abilities in confronting with new situations, and what's more, they learn how to communicate with their targeted rivals, in a novel and friendly way. But there is such a large mount of criticism concerning the electronic games that they are generally seen as a mean way of discovering hostility and belligerence (好战). And the managers of such businesses are severely criticized by the schools and parents alike. On the other hand, this business seems never fading. But instead it becomes a success in many places, even it is strictly controlled by certain policies.

One might choose, for instance, a character who is extremely dexterous (灵巧) and swift, but these positive traits must be traded off against others, such as strength and endurance. Players have a tendency to become extremely attached to their characters. My preference runs toward brawn (肌肉力量) as opposed to brain, which probably reflects some compromise between reality and my own desires. I'm also attached to extrasensory powers, which are likewise denied to me in the real world.

According to the article, the video game player can ______.

A.be successful in his life if success is clearly defined

B.control the world of our own for a time

C.forget about the uneasiness of real life for a while

D.never lose the game when he plays a hero

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更多“The video game poses a world—a much simpler world than our own, where success is very clea”相关的问题

第1题

According to the article, the video game player can ______.A.be successful in his life if

According to the article, the video game player can ______.

A.be successful in his life if success is clearly defined

B.control the world of our own for a time

C.forget about the uneasiness of real life for a while

D.never lose the game when he plays a hero

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第2题

Some businessmen have found it______by putting users into video -game -like virtual worlds
.

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第3题

Directions: For this part, you are all6wed 30 minutes to write a short essay entitle Video
Game: A Blessing or a Curse. You should write at least 150 words following the outline given below.

1. 电子游戏在学生之间享有很高的人气,很多人玩,尤其是大学生

2. 沉迷电子游戏对学生的影响

3. 如何解决“电子游戏热”

Video Game: A Blessing or a Curse

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第4题

A.People, regardless of their age, are crazy about video games.B.Those over 15 can use

A.People, regardless of their age, are crazy about video games.

B.Those over 15 can use the machines during the day in most countries.

C.Schoolchildren in uniforms are not allowed into amusement centers in many countries.

D.Youngsters are not prohibited to use video game machines placed in amusement centers.

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第5题

根据下列材料,请回答下列各题 The relentless march of technology into everyday life has a
lways given rise to debate about whether it is a good or a bad thing.Some believe that the Internet and computer software are making humans more stupid or shallow.But others argue that computer programs in the form. of video games can make people smarter or improve specific skills,suchas spatial awareness. Shawn Green and Alexandre Pouget,from the University of Rochester,in New York state,set out to find an answer.Their study,reported in Current Biology,involved a number of experiments.In one,the participants had to watch 12 dots moving randomly on a screen and quickly assess their aggregate direction of movement.Another test asked participants to work out the direction of specific sounds embedded within stereo white noise.In both tests the video.gamers did better.However,the scientists were aware that gamers could have been born with improved abilities to perform. such tasks,which were possibly what attracted them to gaming in the first place.Consequently,a third test was necessary to see if these abilities could have been learnt. The non.gaming volunteers were put through 50 hours of video—game training.For some this involved playing fast-action shoot-em-up games such as“Call of Duty 2”and“Unreal Tournament”.but others were given a slow-moving life—strategy game,“The Sims 2”.The researchers found that those trained with action games raised their performance to the level of the experienced garners.Moreover,they were more efficient in their use of visual or auditory evidence than those playing with the Sims. The researchers conclude that fast action video-games players develop an enhanced sensitivity to what is going on around them and that this may help with activities such as multitasking,driving,reading small print,navigation and keeping track of friends or children in a crowd.The precise neural mechanism for this effect,however,is still unknown. What is known is that people make decisions based on probabilities that are constantly being calculated and refined in their heads--something called“probabilistic inference”.The brain collects small pieces of information,eventually gathering enough to make an accurate decision.When driving a car,for example,many probabilities will be collated to make decisions such as whether or not to brake.The more efficient someone is at coUecting visual and auditory information,the faster he can reach the threshold needed to make a decision. Shawn Green,Alexandre Pouget suggest that reaction times in the population will probably improve with the rise of fast—action videO—games.There are a lot of players:last year a report estimated that 67%of American households contained at least one video-gamer.And if video—gamers are really better equipped to make quick decisions.they might also turn out to be better drivers and end up in fewer accidents.However,the notion that gamers acquire some minor physical skills may not pacify concerned parents.What,after all,of the skills they are not acquiring when shooting virtual cops instead of reading or talking? The problem of first two experiments lies in that______.

A.they are too simple to support researchers’assumption

B.they do lead to unambiguous conclusion

C.they focus on irrelevant skills of participants

D.they do not seperate video-gamers from non-gamers

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第6题

Passage One Questions 21 to 25 are based on the following passage. There are good reason

Passage One Questions 21 to 25 are based on the following passage.

There are good reasons to be troubled by the violence that spreads throughout the media. Movies, Television and video games are full of gunplay and bloodshed, and one might reasonably ask what’s wrong with a society that presents videos of domestic violence as entertainment.

Most researchers agree that the causes of real-world violence are complex. A 1993 study by the U.S. National Academy of Sciences listed “biological, individual, family, peer, school, and community factors” as all playing their parts.

Viewing abnormally large amounts of violent television and video games may well contribute to violent behavior. in certain individuals. The trouble comes when researchers downplay uncertainties in their studies or overstate the case for causality (因果关系). Skeptics were dismayed several years ago when a group of societies including the American Medical Association tried to end the debate by issuing a joint statement: “At this time, well over 1,000 studies... point overwhelmingly to a causal connection between media violence and aggressive behavior. in some children.”

Freedom-of-speech advocates accused the societies of catering to politicians, and even disputed the number of studies (most were review articles and essays, they said). When Jonathan Freedman, a social psychologist at the University of Toronto, reviewed the literature, he found only 200 or so studies of television-watching and aggression. And when he weeded out “the most doubtful measures of aggression”, only 28% supported a connection.

The critical point here is causality. The alarmists say they have proved that violent media cause aggression. But the assumptions behind their observations need to be examined. When labeling games as violent or non-violent, should a hero eating a ghost really be counted as a violent event? And when experimenters record the time it takes game players to read ‘aggressive’ or ‘non-aggressive’ words from a list, can we be sure what they are actually measuring? The intent of the new Harvard Center on Media and Child Health to collect and standardize studies of media violence in order to compare their methodologies, assumptions and conclusions is an important step in the right direction.

Another appropriate step would be to tone down the criticism until we know more. Several researchers write, speak and testify quite a lot on the threat posed by violence in the media. That is, of course, their privilege. But when doing so, they often come out with statements that the matter has now been settled, drawing criticism from colleagues. In response, the alarmists accuse critics and news reporters of being deceived by the entertainment industry. Such clashes help neither science nor society.

21. Why is there so much violence shown in movies, TV and video games?

A) There is a lot of violence in the real world today.

B) Something has gone wrong with today’s society.

C) Many people are fond of gunplay and bloodshed.

D) Showing violence is thought to be entertaining.

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第7题

Example: Television is rapidly becoming the literature of our periods╱. 1. time/times/per

Example:

Television is rapidly becoming the literature of our periods╱. 1. time/times/period

Many of the arguments having╱used for the study of literature as 2. _______\_______

a school subject are valid for ∧ study of television. 3. ______the______

The most important starting point for improving the understanding of silence is undoubtedly an adequate scientific education at school. Public attitudes towards science owe much the way science is taught in these (S1) institutions. Today, school is what most people come into (S2) contact with a formal instruction and explanation of science for the first time, at least in a systematic way. It is at this point which the foundations are laid for an interest in science. (S3) What is taught (and how) in this first encounter will largely determine an individual’s view of the subject in adult life.

Understanding the original of the negative attitudes (S4) towards science may help us to modify them. Most education system neglect exploration, understanding and reflection. (S5) Teachers in schools tend to present science as a collection of facts, often by more detail than necessary. As a result, (S6) children memorize processes such as mathematical formulas or the periodic table, only to forget it shortly afterwards. The (S7) task of learning facts and concepts, one at a time, makes learning laborious, boring and efficient. Such a purely (S8) empirical approach, which consists of observation and description, is also, in a sense, unscientific or incomplete. There is therefore a need for resources and methods of teaching that facilitates a deep understanding of science in (S9) an enjoyable way. Science should not only be “fun” in the same way as playing a video game, but ‘hard fun’—deep feeling of connection made possibly only imaginative (S10) engagement.

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第8题

A.It poses a challenge to seniors。B.It saves both time and money。C.It is childish and unpr

A.It poses a challenge to seniors。

B.It saves both time and money。

C.It is childish and unprofessional。

D.It is cool and convenient。

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第9题

According to the figures released by Ofcom, which of the following currently poses the gre
atest threat to the BBC?

A.The BBC's terrestrial competitors

B.The Internet

C.The multi-channel services including digital channels, BBC3 and BBC4.

D.Newspapers and magazines.

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第10题

听力原文:M: So, Susan, do you have anything planned for this Saturday?W: Uh, I'm kind of b

听力原文:M: So, Susan, do you have anything planned for this Saturday?

W: Uh, I'm kind of busy. Why do you ask?

M: Oh, I was wondering if you'd like to get together and do something, like watch a movie or take a walk down by the lake.

W: I'd love to, but I'm really going to be busy all day on Saturday.

M: What do you have to do on that day?

W: [19]First, my mom asked me to help clean the house in the morning, and then I have a dentist appointment at 12:30. I can't miss that cause I've canceled twice before.

M: Well, what about after that?

W: Well, I'm going to be running around all day. After the dentist appointment, [20]I need to meet Julie at 2:00 to help her with her science project that's due on Monday morning at school.

M: Okay, but are you free after that?

W: Hardly. Then I have to pick up my brother from soccer practice at 4.:30, and my mom asked me to cook dinner for the family at 5:30. [21]I feel like a slave sometimes. Then, I have to clean the dishes and finish reading my history assignment. Who knows how long that'll take?

M: Wow, sounds like you're going to have a full day. Hey, listen, why don't I come over later in the evening, and we can make some popcorn and watch a movie.

W: Oh, that'd be great, [22]but our video machine is broken.

M: Huh. Well, let's just play a game or something.

W: Sounds good, but give me a call before you come. My mom might try to come up with something else for meto do.

(23)

A.Walk the dog.

B.Clean the house.

C.Go to the doctor's.

D.Finish her assignment.

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