◎ 题干
阅读理解。
     Games originally are entertainment. Contemporary games are very realistic and for this reason they are
a source of great experience for the player and develop the imagination. Games are entertainment and even
more than that. The statistics (统计) of the New York University led by Green claim that the player
preferring active games get improvement of some types of brain activity. In particular, game players deal
with problems of simultaneously (同时地) tracking several moving objects at the average level of 30%
better than people who do not play active computer video games. The "gaming" violent experience may not
be the cause of violent behavior in reality. None of the playing experience will become the priority in making
important decisions concerning problems in real life. A game is an abstraction (虚拟物). A player gets
abstract tasks and acts according to abstract rules.
     Games are also the possibility to be however a person wants to be and to rest from the outside world for
some time. But what if a person gets so much excited with the game scenes that he becomes violent in reality?
Then, it proves that the games cause people to become violent in reality. But a psychologically healthy person
will never confuse these two different worlds. A game is a virtual world with visual images very similar to
human. These images represent by themselves nothing but playing obstacles (障碍). A game may potentially
give the opportunity to "destroy the obstacles" that may not be destroyed according to the rules but it is more
about personal choice whether to do it or not. This leads us to the conclusion that violence is not a
consequence but the cause. People who are originally trended to violence may get into a temper by games and
perform violence in the "real world". But in this case violence in games is a simple justification (理由) of the
violent nature of the player.
1. The passage is _____.
[     ]
A. a story
B. a descriptive writing
C. an argumentative writing
D. a scientific essay
2. In the first paragraph the author used the statistics to prove that _____.
[     ]
A. games can provide experience for the players
B. games can help develop players' imagination
C. games can cause violent behavior
D. games are more than entertainment
3. What is the author's attitude towards the "computer games"?
[     ]
A. "Violent games" can lead to the performance of violence in the real world
B. Violence is not a consequence of the "computer games" but the cause
C. Games are just entertainment and nothing more.
D. The virtual world and the real world are just the same.
4. The best title for this passage is _____.
[     ]
A. Violent games cause violence
B. Games: good or bad?
C. The cause of violence
D. The consequence of games
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◎ 解析
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◎ 知识点
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