The video game poses a world—a much simpler world than our own, where success is very clearly defined and, for a time, clearly a

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问题     The video game poses a world—a much simpler world than our own, where success is very clearly 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.  
The author’s general attitude towards video games is that ______.

选项 A、video games create a world which reflect our real life
B、most video games are helpful rather than harmful to people
C、more research should be done regarding the benefits of video games
D、video games mirror a balance between reality and our own wishes

答案D

解析 态度题。文章开头提到玩电子游戏可暂时逃离真实世界,文章最后提到他本人喜欢选择体力而不是脑力的强大和一些超出知觉范围之外的力量,因为这都是他在真实世界中无法得到的,综合起来,可以说作者认为电子游戏可在真实世界和我们的愿望中达到一种平衡,故选D。A与作者本意正好相反;作者虽提到了电子游戏的一些用处和弊端,但并没有将它们进行比较,也没有得出B所说的结论;关于电子游戏与实验研究,作者只是稍微点子一下,并不是文章主题,作者也没有表示出明显的认为这样的研究应该多做的意思,排除C。
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