摘要: A computer can only do the things that you have instructed it to do. A computer can only do what you have instructed it to do. B. 完成句子

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As computer games get to look more lifelike, it seems that their violence is spilling over into real life. It is reported that some dozens of children have been murdered since 1997, which has been linked to all obsession (着迷) with violent video games. Recently the parents of a 14-??year-??old murder victim in the UK blamed the killer's obsession with the game Manhunt, causing a government review of legislation (立法) to protect children.

Psychologists think there may be many reasons why violent games are more harmful to children than violent movies. Firstly, players are actively involved in violence, and may begin to see using weapons as second nature. Secondly, violent games provide repetitive aggressive (侵犯的) experiences that are rewarded by more killing.

Many studies have shown that people who play violent games regularly are more likely to show high levels of aggression. For instance, in 2000, scientists in Iowa State University found that people who played violent games were more likely to admit involvement in aggressive behaviors, including assaults (侵犯人体罪) or robberies.

A study of 13 to 14-??year??-old children showed that more than half had played games recommended only for over??18s. The more violent the games they played, the more they considered physical aggression to be acceptable. Besides, children who play violent games are more prone (有做……倾向的) to arguing with teachers and fighting.

Experimental studies have also hinted at a possible link. In one, scientists asked a group of students to play a violent game, while another group played the non??violent. Those who played the violent games were faster to react to aggressive words subsequently (随后) flashed on screen.

We may infer from the first paragraph that     .

A. computer games have little to do with violence in real life

B. Manhunt has resulted in the death of one of its plays

C. lifelike computer games are forbidden in the UK

D. legislation to protect children in the UK still needs improving

Violent games are more harmful to children than violent movies because     .

A. violent movies are not so attractive to children

B. the viewers can't take part in violent movies

C. violent movies are not popular with children

D. children can win awards in violent games

What will be probably discussed in the paragraph following the passage?

A. Further research on the harm of violent games.

B. Further differences between violent game and non??violent games.

C. Ways to protect children from violent games.

D. The result of more experimental studies.

What would be the best title for the passage?

A. Games and Murder

B. Should Computer Games become lifelike?

C. Legislation, effective or not?

D. Violent Games and Non??violent Games

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A new study suggests that the more teenagers watch television, the more likely they are to develop depression as young adults .

    The researchers used a national long-term survey of adolescent(青少年的)health to investigate (调查)the relationship between media use and depression. They based their findings on more than four thousand adolescents who were not depressed when the survey began in 2000.

    As part of the survey, the young people were asked how many hours of television or videos they watched daily. They were also asked how often they played computer games and listened to the radio. Media use totaled an average of five and one-half hours a day. More than two hours of that was spent watching TV.

    Seven years later, in 2007, more than seven percent of the young people had signs of depression. The average age at that time was twenty-one.

    The researchers say they did not find any such relationship with the use of other media such as movies, video games or radio, etc. But the study did find that every extra hour of television meant an eight percent increase in the chances of developing signs of depression. Young men were more likely than young women to develop depression given the same amount of media use.

    The study didn't explore if watching TV causes depression. But one possibility is that it was taking time away from activities that could help prevent depression.

    Last December, the journal Social Indicators Research published a study of activities that help lead to happy lives. Sociologists from the University of Maryland found that people who describe themselves as happy spend less time watching television than unhappy people. The study found that happy people are more likely to be socially active, to read, to attend religious services and to vote.

1.The best title for this passage should be____________.

  A. Teens, Television and Depression

  B. Men Develop Depression Easier than Women

  C. Media Use is Harmful to Adolescents

  D. Take Great Care of Teenager's Depression

2.The result of the research seems to prove______________.

  A. teenagers are more likely to develop depression than adults

  B. other media uses do no harm to adolescents

  C. TV probably causes teenagers to grow up with depression

  D. those who watch no TV will not develop depression

3.We can learn from the survey that of all the media use

  A. computer games are teenagers' favourite

  B. most teenagers prefer to listen to the radio

  C. teenagers enjoy watching TV very much

  D. newspaper is not included in the survey

4.We can conclude that a teenager should _____

  A. play more video games instead of watching TV

  B. be active in taking part in outdoor activities

  C. be more active in watching educational TV programmes

  D. attend religious services and care for politics

 

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As computer games get to look more lifelike, it seems that their violence is spilling over into real life. It is reported that some dozens of children have been murdered since 1997, which has been linked to all obsession (着迷) with violent video games. Recently the parents of a 14-­year-­old murder victim in the UK blamed the killer's obsession with the game Manhunt, causing a government review of legislation (立法) to protect children.

Psychologists think there may be many reasons why violent games are more harmful to children than violent movies. Firstly, players are actively involved in violence, and may begin to see using weapons as second nature. Secondly, violent games provide repetitive aggressive (侵犯的) experiences that are rewarded by more killing.

Many studies have shown that people who play violent games regularly are more likely to show high levels of aggression. For instance, in 2000, scientists in Iowa State University found that people who played violent games were more likely to admit involvement in aggressive behaviors, including assaults (侵犯人体罪) or robberies.

A study of 13 to 14-­year­-old children showed that more than half had played games recommended only for over­18s. The more violent the games they played, the more they considered physical aggression to be acceptable. Besides, children who play violent games are more prone (有做……倾向的) to arguing with teachers and fighting.

Experimental studies have also hinted at a possible link. In one, scientists asked a group of students to play a violent game, while another group played the non­violent. Those who played the violent games were faster to react to aggressive words subsequently (随后) flashed on screen.

1. We may infer from the first paragraph that     .

A. computer games have little to do with violence in real life

B. Manhunt has resulted in the death of one of its plays

C. lifelike computer games are forbidden in the UK

D. legislation to protect children in the UK still needs improving

2. Violent games are more harmful to children than violent movies because     .

A. violent movies are not so attractive to children

B. the viewers can't take part in violent movies

C. violent movies are not popular with children

D. children can win awards in violent games

3. What will be probably discussed in the paragraph following the passage?

A. Further research on the harm of violent games.

B. Further differences between violent game and non­violent games.

C. Ways to protect children from violent games.

D. The result of more experimental studies.

4. What would be the best title for the passage?

A. Games and Murder

B. Should Computer Games become lifelike?

C. Legislation, effective or not?

D. Violent Games and Non­violent Games

 

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When I was a college student, I did a lot of traveling abroad. That was because a professor  36 me to do so. She said, “Now is the time for you to travel around the world,  37 your knowledge through actual experiences and have fun!” I  38 her.

Since I started to work for a  39  company, however, I have done most of my traveling through the Internet. By using the Internet, I have seen the  40 of many cities on my computer screen. And I have really made business  41  , too. With the help of the Internet, I have also got    __42____ about food in different countries.

Therefore, I was beginning to feel that actual trips were  43 necessary when I happened to read a famous cook’s comment on the Internet. He said, “It is very difficult to have real Italian food in a foreign country, because we enjoy food and the  44 around us at the same. So why don’t you fly over to Italy and enjoy real Italian  45 ?” Those words reminded me of my  46 advice. As information technology  47 , you might be able to do without making some real trips. But this also means that you will miss the various  48 you can get from traveling.

Today there are people who  49 direct communication with others and spend much of their time on the Internet. It is not surprising to see a group of people  50 not with each other but into their microphones. It seems as if such people are  51 by an invisible wall. They seem to be losing out on a good chance to  52 and talk with other people. I do not think that they are taking good advantage of information technology. We should use information technology as a tool to make our daily  53 more fruitful. However, we should never let it  54 our time for face-to-face communication. Let’s make use of information technology more  55 , and have great fun in experiencing the actual world.

36  A. promised B. allowed C. hurried    D. encouraged

37  A. build up B. use C. practise D. exchange

38  A. agreed with B. learn from C. followed D. obeyed

39  A. computer B. food C. clothing D. machine

40  A. life B. rivers C. sights D. houses

41  A. plans B. bargain C. progress D. trips

42  A. information B. taste C. cooks D. feelings

43  A. even more B. no longer C. much D. actually

44  A. people B. drink C. atmosphere D. environment

45  A. shoes B. dishes C. customers D. situations

46  A. friend’s B. parents’ C. professor’s D. boss’

47  A. produces B. advertises C. forms D. advances

48  A. news B. pleasures C. troubles   D. places

49  A. avoid B. keep C. lose D. enjoy

50  A. meeting B. talking C. communicating D. traveling

51  A. stopped B. met C. surrounded D. hurt

52  A. look at B. employ C. travel     D. meet

53  A. communication  B. study C. work D. action

54  A. spare B. increase C. reduce D. make use of

55  A. wisely B. correctly C. or less D. slowly

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