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单选题
What is the passage mainly about?
A

Game houses have a bad effect on young boys.

B

More and more small shops have been made into game houses.

C

Young boys spend a lot of money playing computer games.

D

People play games better after trying again and again.


参考答案

参考解析
解析:
通读全文可知,本文主要讲的是电脑游戏对年轻的男孩子的影响。由于人的赌博心理,慢慢地电脑游戏会影响他们的生活,学习等。故选项A正确。
更多 “单选题What is the passage mainly about?A Game houses have a bad effect on young boys.B More and more small shops have been made into game houses.C Young boys spend a lot of money playing computer games.D People play games better after trying again and again.” 相关考题
考题 — Have you been wasting time on computer games again?— ________. I’ve been studying a lot and I need a break. A.No wayB.I don’t agreeC.Not reallyD.I couldn’t agree more

考题 Moscow, Russia (Space news) ——"The computer is a better chess player, insisted Viktor Prozorov, the loser. It seemed as if it were laughing after every good move. I know I should have beaten it for the sake of mankind (人类), but I just couldn't win", he announced and shook his head sadly. Prozorovs disappointment was shared by several grand masters who were present, some of whomwere so upset that they shouted at the machine. Many chess players said that this meant the end of chess championships (冠军) around the world, since the fun had been taken out of the game. The computer walked——or rather——rolled away with 5 000 dollars in prize money and limited its remarks to a set of noises and lights.1、Which of the following best gives the main idea of this newspaper article? ( )A、5 000 dollars goes to a computer!B、New invention : a laughing computer!C、World''s best chess player beaten!D、Computer defeats man in chess!2、How did some of the grand masters feel about the chess game between Prozorov and the computer? ( )A、They thought that the game was not fun.B、They thought that the game wasn''t fair.C、They agreed that Prozorov didn''t play well.D、They were unhappy that the cProzoro didn''t play well.3、What was it that Prozorov felt most bitter ( 痛苦 ) about? ( )A、That he didn''t win the $5 000.B、That he hadn''t tried his best.C、That he had lost to a machine.D、 That this was the end of the chess game.4、After wining the game, the computer( )A、laughedB、walked awayC、made some remarksD、gave out some lights and sounds5、Many chess players felt that playing with a computer would( )A、make the game tougherB、make the game less interestingC、make man appear foolishD、make man lose lots of money

考题 25. Ball playing ________'A. could be the best way to siudy wellB. could be more interestingC. would teach the young men how to play gamesD. would make the young people healthier

考题 Not all people like to work but everyone likes to play. All over the world men and women,boys and girls enjoy (21) . Since the days of long ago,adults(成年人) and children have called their friends together to spend (22) even days playing games.Sports help people to live(23 ) * They help to keep people healthy and feeling good.When they are playing games,people (24) a lot. This is good for their health. Having(25) with their friends makes them happy.Many people enjoy sports by watching others (26).In small towns,crowds(人群) meet to watch the bicycle races or the soccer games. In big cities,thousands of people (27) to see an ice-skating show or a baseball game.What are your favorite sports? Is the weather (28) where you live? Then swimming is probably one of your sports. Boys and girls in China love to (29). There are wonderful bea-ches and there are beautiful (30) and lakes across the country. The weather is also good for swimming.( )21.A.musicB.moviesC.sportsD.trips

考题 请阅读Passage 2,完成题: A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time. Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. What is the topic of this article? 查看材料 A.How does playing computer games affect the level of violence in children. B.There is no difference between Platform games and 'Beat-Them-Ups'. C.How to control anger while playing computer games. D.How to make children spend less time on computer games.

考题 请阅读Passage 2,完成题: A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time. Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. According to the second paragraph, how does violence relate to playing computer games? 查看材料 A.When losing computer games children tend to experience frustration and anger. B.Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior. C.People who have good hand-eye-coordination tend to be more violent than others. D.The violent content in the games gets children addicted to the games.

考题 请阅读Passage 2,完成题: A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time. Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. Which of the following games is supposed to contain violent content? 查看材料 A.Sonic. B.Super Mario. C.Platformer. D.Beat-Them-Up.

考题 请阅读Passage 2,完成题: A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time. Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. What does "unscathed" (Para. 1) probably mean? 查看材料 A.unsettled B.unbeaten C.unharmed D.unhappy

考题 请阅读Passage 2,完成题: A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time. Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. According to the author, why do video games lead to violence more than TV or movies? 查看材料 A.Because children cannot tell fiction from reality. B.Because children like to act out the scenes in the games on the playground. C.Because computer games involve children more than TV or films. D.Because computer games can produce more anti-social behavior.

考题 The passage is mainly about__________.A.what has brought about less working time B.why employees want to make more money C.why employees have less leisure time D.what a good employee should be like

考题 The first true piece of sports equipment that man invented was the ball. In ancient Egypt,as everywhere,pitching stones was a favorite children's game.But a badly thrown rock could hurt a child.Looking for something less dangerous to throw,the Egyptians made what were probably the first balls. At first,balls were made of grass or leaves held together by vines.Later they were made of piece of animal skin sewed together and stuffed with feathers or hay. Even though the Egyptians were warlike,they found time for peaceful games.Before long they had developed a number of ball games,each with its own set of rules.Perhaps they played ball more for instruction than for fun.Ball playing was thought of mainly as a way to teach young men the speed and skill they would need for war. The Egyptians thought that ball playing was__.A.childish B.difficult C.not enjoyable D.worthwhile

考题 The first true piece of sports equipment that man invented was the ball. In ancient Egypt,as everywhere,pitching stones was a favorite children's game.But a badly thrown rock could hurt a child.Looking for something less dangerous to throw,the Egyptians made what were probably the first balls. At first,balls were made of grass or leaves held together by vines.Later they were made of piece of animal skin sewed together and stuffed with feathers or hay. Even though the Egyptians were warlike,they found time for peaceful games.Before long they had developed a number of ball games,each with its own set of rules.Perhaps they played ball more for instruction than for fun.Ball playing was thought of mainly as a way to teach young men the speed and skill they would need for war. The ball was probably invented because__.A.throwing stones often caused injuries B.throwing stones was not fun C.games with stones did not have rules D.rocks were too heavy to throw

考题 Text 1 Smartphones have by now been implicated in so many crummy outcomes-car fatalities,sleep disturbances,empathy loss,relationship problems,failure to notice a clown on a unicycle-that it almost seems easier to list the things they don't mess up than the things they do.Our society may be reaching peak criticism of digital devices.Even so.emerging research suggests that a kev Droblem remains underaDDreciated.It involves kids'development,but it's probably not what you think.More than screen-obsessed young children,we should be concerned about tuned-out parents.Yes,parents now have more face time with their children than did almost any parents in history.Despite a dramatic increase in the percentage of women in the workforce,mothers today astoundingly spend morc time caring for their children than mothers did in the 1960s.But the engagement between parent and child is increasingly Iow-quality,even ersatz.Parents are constantly present in their children's lives physically,but they are less emotionally attuned.To be clear,I'm not unsympathetic to parents in this predicament.My own adult children like to joke that they wouldn't have survived infancy ifl'd had a smartphone in my clutches 25 years ago.To argue that parents'use of screens is an underappreciated problem isn't to discount the direct risks screens pose to children:Substantial evidence suggests that many types of screen time(especially those involving fast-paced or violent imagery)are damaging to young brains.Today's preschoolers spend more than four hours a day facing a screen.And,since 1970,the average age of onset of"regular"screen use has gone from 4 years to just four months.Some of the newer interactive games kids play on phones or tablets may be more benign than watching TV or YouTube,in that they better mimic children's natural play behaviors.And,of course,many well-functioning adults survived a mind-numbing childhood spent watching a lot of cognitive garbage.(My mother-unusually for her time-prohibited Speed Racer and Gilligan's Island on the grounds of insipidness.That I somehow managed to watch every single episode of each show scores of times has never been explained.)Still,no one really disputes the tremendous opportunity costs to young children who are plugged in to a screen:Time spent on devices is time not spent actively exploring the world and relating to other human beings. Which kind of game may be wholesome for kids?A.A game with limited episode. B.A game according with their nature. C.A game testing cognitive level. D.A game promoting brain development.

考题 共用题干 Benefits of Playing Games1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.Paragraph 5_______A:What Is the Meaning of Games in National or Local Level?B:Why Games Can Have Practical Side?C:Why Parents Should Support Their Children to Play Games?D:How Games Influence Children's Lives?E:What Should You Think About Before Playing? F: What Soccer Can Bring to People?

考题 共用题干 第一篇Computer LiteracyThere is no denying that students should learn something about how computers work,just as we expect them at least to understand that the internal-combustion engine(内燃机)has something to do with burning fuel, expanding gases and pistons(活塞)being driven. For people should have some basic idea of how the things that they use do what they do.Further,students might be helped by a course that considers the computer's impact on society. But that is not what is meant by computer literacy. For computer literacy is not a form of literacy(读写能力)。It is a trade skill that should not be taught as a liberal art.Learning how to use a computer and learning how to program one are two distinct activities. A case might be made that the competent citizens of tomorrow should free themselves from their fear of computers.But this is quite different from saying that all ought to know how to program one. Leave that to people who have chosen programming as a career. While programming can be lots of fun,and while our society needs some people who are experts at it,the same is true of auto repair and violin-making.Learning how to use a computer is not that difficult,and it gets easier all the time as programs become more"user-friendly".Let us assume that in the future everyone is going to have to know how to use a computer to be a competent citizen.What does the phrase"learning to use a computer" mean? It sounds like"learning to drive a car",that is,it sounds as if there is some set of definite skills that,once acquired,enable one to use a computer.In fact,"learning to use a computer" is much more like"learning to play a game",but learning the rules of one game may not help you play a second game,whose rules may not be the same. There is no such a thing as teaching someone how to use a computer. One can only teach people to use this or that program.To be the competent citizens of tomorrow,people should_______.A:try to lay a solid foundation in computer scienceB:be aware of how the things that they use do what they do,C:learn to use a computer by acquiring a certain set of skillsD:understand that programming a computer is more essential than repairing a car

考题 共用题干 Benefits of Playing Games1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.Children play games that prepare them for work they will do as_______.A:hopeB:cooperatingC:braveD:coordinationE:grown-ups F:competition

考题 共用题干 Benefits of Playing Games1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.Through soccer a Californian soccer player has discovered a way to spread_______.A:hopeB:cooperatingC:braveD:coordinationE:grown-ups F:competition

考题 共用题干 Benefits of Playing Games1.Why play games?Because they are fun,and have more benefits.Following the rules…planning your next move…acting as a team member…these are all"game"ideas that you will come across throughout your life.2.Think about some of the games you played as a young child,such as rope-jumping and hide-and-seek.Such games are entertaining and fun.But perhaps more importantly,they translate life into exciting dramas that teach children some of the basic rules they will be expected to follow the rest of their lives,such as taking turns and cooperating(合作).3.Many children's games have a practical side.Children around the world play games that prepare them for work they will do as grown-ups.For instance,some Saudi Arabian children play a game called bones,which sharpens the hand-eye coordination(协调)needed in hunting.4.Many sports encourage national or local pride.The most famous games of all,the Olympic Games,bring athletes from around the world together to take part in friendly competition.People who are watching the event and waving flags know that a gold medal is a win for an entire country,not just the athlete who earned it. For countries experiencing natural disasters or war,an Olympic win can mean so much.5.Sports are also an event that unites people.Soccer is the most popular sport in the world. People on all continents play it一some for fun and some for a living. Nicolette Iribarne,a Californian soccer player,has discovered a way to spread hope through soccer. He created a foundation to provide poor children with not only soccer balls but also a promising future.6.Next time you play your favorite game or sport,think about why you enjoy it,what skills are needed,and whether these skills will help you in other aspects of your life.Saudi Arabian game called bones sharpens the hand-eye ________needed in hunting. A:hopeB:cooperatingC:braveD:coordinationE:grown-ups F:competition

考题 单选题Generally speaking, men play ball games much better than women because ______.A men play ball games more often than womenB men love ball games more than women doC men’s hand and eye movements are quicker in responseD men have a smaller number of nerves in their brains than women

考题 单选题Passage2 Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying Angry Birds on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female. Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year. Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty for old media to learn. Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema. But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from casual games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers. The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to developfreemium models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.Asgaming comes to be seen as just another medium, its tech-savvy approach could provide awelcome shot in the arm for existing media groups.The two examples in Paragraph l are used to illustrate that_____.A video-game players tend to be olderB females in America tend to enjoy playing video gamesC it is hard to change old stereotypesD the video-game industry has grown rapidly

考题 填空题The young man did not have enough money; otherwise he (buy) ____ a more expensive watch.

考题 问答题Recently, the fact that more and more students are spending too much time playing computer games has aroused great concern. What influences do the computer games have on people and what should we do with them? Write a composition to give your views. You should write at least 120 words.

考题 单选题People made small shops into small game houses in order to _____.A make computer games more popularB get more moneyC help people to learn computer betterD make people happy

考题 单选题What will happen to the boys if they keep going to the game houses?A They will win a lot of money.B They will make a lot of good friends there.C They will fail in their study and even break laws.D They will live a happy life in the future.

考题 单选题Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.What can you learn from“freemium”model?A It makes people inclined to pay for content on the web.B It relies on non-paying customers to make a profit.C It makes money only from a few fanatical customers.D It earns little for the game-publishers.

考题 问答题Directions:Recently, the fact that more and more students have spent too much time playing computer games has aroused great concern. Though the computer and the Internet have brought us great convenience and pleasure in getting information, entertainment and contact with others, we should not ignore their negative impacts on people, especially young students. What bad influences do the computer games have on people and what should we do with them? Write a composition to give your views. You should write at least 160 words.

考题 单选题Many studies have suggested that _____.A more and more young people enjoy cruel computer gamesB violence in computer games makes their players more aggressiveC there are now far more incidents of violence due to computer gamesD simulated violence in computer games is different from real violence