单选题 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.
单选题 In critics" opinion, compared with films, games are more likely to induce violence in real life because ______.
【正确答案】 C
【答案解析】细节事实题
[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。
单选题 The word "exonerate" is most closely in meaning to ______.
【正确答案】 B
【答案解析】词汇题
[解析] “exonerate”一词出现在文中第四段。前三段中作者主要指出了社会上对于电子游戏的偏见,认为电子游戏会引发人们在现实生活中的暴力行为。但是第四段中,作者前两句话就指出,这种相关性值得推敲,因为在美国、英国和日本,三大电子游戏主要消费国,过去十年中的犯罪率并没有因为电子游戏销量的攀升而增加。但是第三句话,作者又笔锋一转,指出当然这本身并不能说明什么问题,因为如果没有电子游戏的存在的话,也许犯罪率下降得会更快。搞清楚了这几句话之间的逻辑关系,我们就可以判断,这里的“exonerate”一词意思是“赦免,为……开脱罪名”的意思,放正确答案应该选B。
单选题 It can be inferred from Paragraph 5 that ______.
【正确答案】 D
【答案解析】推理题
[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 that rely 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。
单选题 By mentioning cinema and rock music in the last paragraph, the author intends to illustrate that ______.
【正确答案】 C
【答案解析】例证题
[解析] 本题考查对文章最后一段内容的理解。作者通过对上文的驳斥,在最后一段中明确理论。历史上,每当新型的媒体出现的时候,围绕这些新鲜事物总会产生很多的争议,例如电影和摇滚乐就经历了从牛鬼蛇神到高雅艺术的接受过程。因此,本段举例的目的是为了说明对于电子游戏的争议只是人们对于新媒体的本能抵抗,这种抵抗终将随着时间的流逝而慢慢淡化。C答案正确。A答案利用elevated into art forms设置干扰,虽然电影和摇滚乐都在经历了批判之后升华为高雅的艺术形式,但这并不一定会是游戏发展的结局。B答案利用文章最后的the average game-player gets older设置干扰,作者想要说明的并不是随着年龄的增大人们对于电子游戏的包容性会更强,而是随着时间的流逝,社会对于电子游戏的接受度会提升。D答案只是提到了表面现象,而未触及作者举例的根本目的。
单选题 The purpose of this article is to ______.
【正确答案】 B
【答案解析】中心主旨题
[解析] 本题考查作者的写作目的。阅览全文,作者的主要写作目的在于驳斥社会上充斥的电子游戏危害论。A答案反向干扰;B答案正确;C答案只是文章为了引入话题的一个例子,而绝非作者的写作目的;D答案有一定的干扰性,但是对电子游戏上瘾性的辩论只是作者的论证内容之一,作者另外还主要论证了电子游戏不会诱发暴力行为的观点,因此D无法全面概括作者的写作目的。