题目内容
18.Real-life Room Escape GamesReal-life room escape games are a type of physical adventure game in which people are locked in a room with other participants and have to use the things in the room to settle a series of puzzles,find clues (线索),and escape the room within a set time limit.
The games are based off Escape the Room video games,such as Crimson Room and QP-Shot,created by TAKAGISM Inc.by Toshimitsu Takagi in 2005,in which the player is locked inside a room and must explore his or her surroundings in order to escape.(36)G Other inspirations include adventure board games and movies.Real-life room escape games are becoming popular in the United States,Japan,and China.(37)A For example,some games require you escape prison cells while others require you escape space stations.
(38)F Soon,they were exported to North America,Asia and Australia.Examples include the two pioneer companies Hint Hunt and Adventure Rooms.
The games were so successful that new locations began opening up across China,in cities big and small,according to Want China Times.In the southern city of Shenzhen,for example,the first escape game location opened last August.(39)B"These real-life escape games can help those who stay at home on their computers and iPads all day to experience real social circles,"Tian Xiaochuan,who owns two room escape game stores in Jinan,told Want China Times.
Earlier this year,The South China Morning Post said the real-life escape games are a hit among"highly stressed students and overworked young professionals."(40)D Some players get so involved that they tear down equipment or decorations inside their"prisons",as Zhu Yumeng,chief operating officer of Beijing room escape game store Taoquan told China Daily.
A.Each game adds local themes to settings.
B.And seven new game locations quickly followed.
C.They should also be brave enough to face their fears.
D.Sometimes the excitement becomes a bit much,though.
E.Weekend or day event escape games have been held in some stores.
F.Permanent real life escape games in a fixed location were first opened in Europe.
G.Players must be observant and use their critical thinking skills to escape the room.
分析 本文属于说明文的短文阅读.主要介绍了一款释放人压力的暂时摆脱竞争激烈的社会现状的"逃离现实生活"游戏,描述了他的流行以及发展的过程.
解答 GAFBD
36.G.考查上下文的理解能力.根据第一段中have to use the things in the room to settle a series of puzzles,find clues (线索),and escape the room within a set time limit.可知,参与者要具备敏锐的观察力和批判性思维技巧来逃出房间;故选G.
37.A.考查上下文的理解能力.根据该空后面的句子For example,some games require you escape prison cells while others require you escape space stations.可知,前面是说每个游戏都增添了一些当地的特色,所以后面举了两个特殊的例子;故选A.
38.F.考查上下文的理解能力.后面一句Soon,they were exported to North America,Asia and Australia.是说这款游戏后来流传到了北美、亚洲以及澳大利亚等地,所以F项这一游戏最初是在欧洲开始的相吻合;故选F.
39.B.考查上下文的理解能力.由本段开头一句The games were so successful that new locations began opening up across China,in cities big and small可知,这一游戏在中国也大受欢迎,迅速普及,所以B项具有承上启下的连接作用;故选B.
40.D.考查上下文的理解能力.前面一句The South China Morning Post said the real-life escape games are a hit among"highly stressed students and overworked young professionals说明了这款游戏的功效,使得许多有压力的人获得了放松,所以D项说兴奋感有时也是比较明显的;故选D.
点评 对于七选五阅读类的文章要求考生读懂文章的意思还要推理它们之间的关系,把所给的词汇、短语或者句子放到原文中看是否符合上下文的逻辑,衔接是否紧密,条理等;并结合自己的生活常识和经验,再通过逻辑推理和判断,检查所填内容是否符合文章的言外之意,是否通顺等.
A. | to; to | B. | of; to | C. | to; on | D. | of; on |