In the late morning of April 20th, 1999 a pair of teenagers, Dylan Klebold and Eric Harris, walked into the cafeteria at Columbi

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问题     In the late morning of April 20th, 1999 a pair of teenagers, Dylan Klebold and Eric Harris, walked into the cafeteria at Columbine High School in Colorado and began gunning down their classmates. The two senior-year students killed 13 people in a 45-minute rampage before turning their weapons on themselves. The massacre remains the deadliest high-school shooting in American history.
    In the days after the killings it emerged that, besides enjoying violent movies, the two liked playing "Doom" , a bloody video game from the mid-1990s in which the heavily armed players use shotguns and rocket launchers to dispose of armies of zombies and demons. Parents, politicians and psychiatrists worried that exposure to virtual violence had prepared the ground for the real-world killings. Two years later the parents of some of the victims sued dozens of gaming companies, including id Software, the developers of "Doom" , alleging that their products had contributed to the murders.
    The massacre fed long-standing worries about video games, particularly in America, the industry’s biggest national market. The critics say there is a crucial difference between films, plays or books, where the players are just passive onlookers, and video games, where they are active participants in the simulated slayings. That, the argument goes, makes it more likely that they will resort to violence in the real world, too.
    But the evidence is hard to pin down. Violent crime in America, Britain and Japan, the three biggest video-game markets, has dropped over the past decade at the same time as sales of video games have soared. That does not, by itself, exonerate the industry—after all, without games violent crime might have fallen still further. And several studies purport to show that playing violent video games raises aggression levels. But Chris Ferguson, a psychologist at Texas ASM International University, points out that much of this work is of poor quality. In a meta-analysis published in 2007, he found no evidence that games made their players violent. Indeed, after decades of research, he has concluded that violence in any media has little or no effect on their consumers.
    Again, critics point to the interactive nature of video games, which allows their designers to tweak risks and rewards to make them irresistible. Some countries, including China and South Korea, are attempting to limit the number of hours that youngsters can play online games. Even games developers themselves have expressed concern about online games that rely on keeping players hooked. But there is no suggestion that games are addictive in the sense that they create physical dependence in their players. That makes them akin to other compelling but legal pastimes, such as gambling, following a football club or collecting stamps.
    There is a long tradition of dreadful warnings about new forms of media, from translations of the Bible into dialects to cinema and rock music. But as time passes such novelties become uncontroversial, and eventually some of them are elevated into art forms. That mellowing process may already be under way as the average game-player gets older.
In critics’ opinion, compared with films, games are more likely to induce violence in real life because______.

选项 A、games will cause much stronger emotional reaction than films
B、game players are more liable to get addicted to games than film spectators to films
C、game players are personally involved in virtual killing while film spectators are not
D、game players are actively participating in real killing while film spectators are passively watching

答案C

解析 根据题干中的关键词critics,锁定文章第三段的内容。在第三段中,作者指出了人们批判电子游戏的原因主要在于人们担心电子游戏会诱发暴力行为。批评家指出电影和书籍与电子游戏的区别,在玩电子游戏的过程中,因为游戏者自身参与到了虚拟的杀戮中,而在看电影或者读书的过程中,观众或者读者只是暴力事件的旁观者,而非参与者。这就使电子游戏更可能诱发现实生活中的暴力行为。“The critics say there is a crucial difference between films,plays or books,where the players are just passive onlookers,and video games,where they are active participants in the simulated slayings.”[A]、[B]答案与原文内容无关,[D]答案具有迷惑性,利用actively participating设置干扰,错误在于real killing一词,玩游戏的人只是在虚拟世界中参与了杀戮,而不是在现实生活中参与了杀戮。[C]答案正确,其中的virtual killing一词是对simulated slaying的同义替换。
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