A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the g

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问题     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 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.
According to the second paragraph, how does violence relate to playing computer games?

选项 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.

答案A

解析 细节题。文章第二段介绍了为什么沉迷于电子游戏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的生活中去。人们担心孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是在游戏即将通关的时候失败,玩家就会觉得异常沮丧,为自己曾经的失误气恼,总想再来一次。作者说,platform games和Beat-Them-Ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat-Them-Ups更受欢迎,因此更容易激发暴力行为”是错误的。C项“手眼协调能力强的人更容易有暴力倾向”,文章并没有相关内容。D项“游戏中的暴力内容使得孩子们沉迷于游戏中”,文章也没有这样的说法。
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