单选题   Para. 1 ①Moral panics over new media are old hat. ②The social effects of novels, films, comic books and pop music were condemned by the grumpy reactionaries of the time. ③In recent years video games have been a popular villain. ④Exasperated parents and opportunistic politicians have long fretted that they make players lazy and listless, or else unpredictable and violent. ⑤Those concerns turned out to be largely misplaced.
    Para. 2 ①But new worries about the addictiveness of games, and the danger that poses to children in particular, have more substance to them and are already prompting a regulatory crackdown. ②The industry would be wise to get ahead of the problem.
    Para. 3 ①Japan and South Korea have passed laws designed to regulate a video-gaming industry whose products are increasingly seen as addictive and harmful. ②And as business models refined in Asia have come to the West, lawmakers in Europe and America are becoming more concerned, too.
    Para. 4 ①Such concerns feel more credible than prior panics, for two reasons. ②The first is that much gaming now happens online, and generates reams of behavioral data. ③This allows publishers to monitor exactly how customers are playing games, and fine-tune them to make them as compelling as possible.
    Para. 5 ①The second is the realization that players will happily pay real money for virtual goods. ②These can be upgrades, costumes or weapons for their in-game characters, or (more cynically) a lottery-style 'loot box' whose contents are unknown in advance, but might prove valuable enough to resell to other players. ③Since the marginal cost of creating virtual items is zero, they are very profitable for developers. ④That has given rise to a 'freemium' business model whereby games are given away cheaply or free but players are constantly nagged to spend money on in-game items. ⑤All this has been supercharged by smartphones, which mean people can keep playing—and paying—at all hours of the day.
    Para. 6 ①The result is an unhealthy loop. ②Firms strive to keep players hooked, because the more time they spend in a game, the more money they will spend on baubles within it. ③Whizzy data analytics let developers tweak their products to do just that, using psychological tricks and nudges familiar from social-networking sites and the gambling industry. ④All this can be extremely lucrative. ⑤Sensor Tower, an analysis firm, reckons that 'Candy Crush Saga', a popular game in the West, made $930m last year.
    Para. 7 The keenest gamers, known as 'whales' (a term coined by casinos to describe high-rolling customers), can spend thousands of dollars a year.
    Para. 8 ①Video games now rival the film industry for clout. ②Gaming is thought to be worth around $140bn annually worldwide, and is growing at 13% a year. ③But society's attitude towards technology is hardening. ④In a world of fake news and hyper-targeted advertising, voters and politicians have awoken to the danger that devices and data may be manipulating people in harmful ways. ⑤A little voluntary forbearance now could save a lot of regulatory pain later.
 
【正确答案】第一段 ①对新兴媒体的道德恐慌由来已久,不值得稀奇。②小说、电影、漫画书和流行音乐影响社会,被现在脾气不好的反对派谴责,③而近年来电子游戏则成为广受欢迎的“反派人物”。④长期以来,恼怒的父母和投机的政客一直担心这些游戏会让玩家变得懒惰倦怠,或喜怒无常、性情乖戾。⑤然而,这些担忧在很大程度上是没有必要的。 第二段 ①但最近,人们又担心游戏成瘾,特别是其对儿童造成的危害。这一担忧更有依据,已经促使相关部门采取严厉的监管措施。②游戏行业最好先解决这个问题。 第三段 ①日本和韩国认为电子游戏产品致瘾有害,目前已经通过了旨在监管该行业的法律。②随着亚洲完善的商业模式逐渐走向西方,欧关的立法者也开始忧虑。 第四段 ①这种担忧比之前的恐慌更有道理,原因有二。②第一,目前市面上多为线上游戏,玩家在游戏过程会产生大量的行为数据,③这使得开发商能够准确细致地了解用户行为,对产品进行微调,使其尽可能吸引用户。 第五段 ①第二,玩家很乐意花钱购买虚拟商品。②他们可能是为了给游戏角色升级、添置服饰或武器,更可笑的是为了购买乐透式“战利品箱”。玩家事先不清楚箱内有何物品,但其价值有可能足以让其在倒卖中获利。③由于创建虚拟物品的边际成本几乎为零,开发商获利丰厚,④这就催生了“免费增值”的商业模式,即开发商将游戏低价或免费提供给玩家,但在游戏过程中却不断诱导玩家购买虚拟物品。⑤智能手机的普及大大促进了这一切,现在人们玩游戏玩个不停,甚至24小时全在玩。 第六段 ①这导致了恶性循环。②游戏公司努力吸引玩家,因为他们在游戏中花费的时间越多,购买的商品也就越多。③开发商利用先进的数据分析方法来改良产品,还运用社交网站和赌博业常用的温和诱导的心理技巧,以成功吸引玩家。④其中的利润,是极其丰厚的。⑤分析公司感应塔(Sensor Tower)称,在西方广受欢迎的游戏“糖果粉碎传奇”(Candy Crush Saga)去年收入9.3亿美元。 第七段 最狂热的玩家,被称为“鲸鱼”(这个词最初用来形容在赌场上挥金如土的玩家),他们每年可以花费数千美元。 第八段 ①现在,电子游戏与电影产业的影响力不相上下。②目前全球游戏一年的市场价值约为1400亿美元,并以每年13%的速度增长。③但人们对技术发展的态度愈加严苛。④在一个充斥着虚假新闻和定向广告的社会,选民和政客们已经意识到危机,电子设备和数据可能正在以有害的方式操纵人们的思想。⑤现在游戏行业的些许“自制”能帮助它们减轻之后监管带来的“痛楚”。
【答案解析】1.第一段①句old hat为固定搭配,意思是something that is old-fashioned and no longer interesting“过时的且不再有趣的内容”。结合本文语境,后文讲到家长和反对派长期以来对新兴媒体的抨击,因此此处可译作“由来已久,不值得稀奇”。 2.第二段②句get ahead原义为“走在前面”“率先取得进展”,原文get ahead of the problem,意为“在这个问题上取得进展”,可译作“解决问题”。 3.第五段③句marginal cost为专有名词,意为“边际成本”,指的是每一单位新增生产的产品(或者购买的产品)带来的总成本的增量。 4.第五段⑤句supercharged原义为“给引擎的油增压,使引擎运行得更快”。此处指的是智能手机的普及带来的影响,故可译作“大大促进……”。 5.第六段③句中的nudges作名词,意思是“轻推”“温和的说服”的意思,这里指的是游戏开发商以一种温和的方式去诱导玩家,此处要与原文保持同样是名词形式是较困难的,考虑到这里的搭配是psychological tricks and nudges,可以把nudges转化为形容词,将tricks and nudges合成一起翻译作“温和诱导的心理技巧”。 6.第八段⑤句中的regulatory pain可以看出这句话是对游戏行业说的,为了避免译文比较突兀,可以增译“游戏行业”。