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.
What is the topic of this article?

选项 A、How does playing computer games affect the level of violence in children.
B、There is no difference between Platform games and "Beat-Them-Ups" .
C、How to control anger while playing computer games.
D、How to make children spend less time on computer games.

答案A

解析 主旨题。作者在文章开头就说“A big focus of the criticism of computer games has concerned the content of the games being played”,即计算机游戏的内容遭到很多非议。第二段开头,作者又用    这样的话引出下文,“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 ere worries that children are becoming more violent and aggressive after prolonged exposure to these games”,即计算机游戏引起争议,部分原因是小孩打游戏总是过了头,游戏已经渗透到他们生活中去。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。第三段开头,作者说“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”,即对计算机游戏暴力的一些担心来自孩子无法辨别虚拟世界和现实世界。由此可见,本文的主旨是讨论计算机游戏给孩子们带来暴力影响的问题。
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