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In the late morning of April 20th, 1999 a pair of teenagers, Dylan Klebold and Eric Harris, walked into the cafeteria at Columbi
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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2014-10-24
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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 A&M 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.
It can be inferred from Paragraph 5 that______.
选项
A、being addictive is the common characteristic of all forms of pastimes
B、to get youngsters hooked is not the original intention of game developers
C、players usually find it hard to resist games because they are physically dependent on games
D、video games should not be banned by the law just because they are addictive
答案
D
解析
本题考查对文章第五段内容的理解。第五段中作者主要针对人们对电子游戏的上瘾性的担心提出反驳。电子游戏容易让人上瘾是一个不争的事实,甚至连游戏开发者自身都表达了对于这个问题的担心,“Even games developers themselves have expressed concern about online games thatrely on keeping players hooked.”但是并不能就此判断[B]答案的说法是正确的,电子游戏的开发者依靠设计关卡,设置惩罚或者奖励让游戏者对游戏欲罢不能,这是电子游戏行业赖以生存的根本。他们对于电子游戏上瘾性的担忧并不说明他们不希望年轻人对电子游戏着迷。第五段中将电子游戏与其他几种娱乐活动——赌博、足球、集邮等——作了类比,这几种都是美国的合法娱乐活动,它们也有一定的上瘾性,但是和电子游戏一样,并不会使人产生生理依赖。由此判断[C]答案错误。[A]答案说法过于绝对,也是错误的。只有[D]答案是正确的,既然赌博、集邮等活动都是合法的娱乐活动,那与它们类似的电子游戏也不应该被法律禁止。
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0
考研英语一
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