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单选题
The author uses “television advertising” as an example to show that _____.
A
other factors must be considered as possible causes of violence in real life
B
computer and online games are not the only cause of increased violence in real life
C
the commercial world is contributing to the increased violence in real life
D
there is a close link between computer games and increased violence in real life
参考答案
参考解析
解析:
最后一段第三句开始到最后提到,看来认为人们不受他所看到的东西影响是不对的,如果不受影响的话,为什么商业界每年要花几十亿美元做电视广告呢?
最后一段第三句开始到最后提到,看来认为人们不受他所看到的东西影响是不对的,如果不受影响的话,为什么商业界每年要花几十亿美元做电视广告呢?
更多 “单选题The author uses “television advertising” as an example to show that _____.A other factors must be considered as possible causes of violence in real lifeB computer and online games are not the only cause of increased violence in real lifeC the commercial world is contributing to the increased violence in real lifeD there is a close link between computer games and increased violence in real life” 相关考题
考题
Why does the author say that his car becomes the extension of his personality?A. Driving can show his real self.B. Driving can show the other part of his personality.C. Driving can bring out his character.D. His carembodies his temper.
考题
The author enjoys watching golf games on TV because _____.[A] access to drinks makes the game more joyful[B] a more enjoyable view of the game is provided[C] he is thus unaffected by the result of the game[D] that is more likely real appreciation of the game
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In the part succeeding the third paragraph, the author will most probably _____.[A] draw an analogy between golf and short story[B] elaborate the “effect” of short story[C] show other examples similar to golf games[D] show impact of golf games on short story
考题
It is true of radical environmentalists that they_____.[A] aim at causing damage to companies [B] resort to violence to achieve their purpose[C] will do no harm to real people [D] are divided on opinions about terrorism
考题
If the Shipowner can only show that some part of the damage to the goods was due to a cause within the exception, he must also show how much of the damage is comprised in that part, otherwise he is liable ________ .A.for the partB.for the wholeC.for the parts of damage not due to causes within the exceptionD.for the parts of damage due to causes within the exception
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 other ______ is a special online edition that includes additional sports, lifestyle, and real estate pages.A. version
B. section
C. article
D. reporter
考题
共用题干
Communication with Customers OnlineUntil the late 1940s,when television began finding its way into American homes,companies relied mainly on print and radio to promote their products and services. The advent(出现)of television brought about a revolution in promoting products and services.Between 1949 and 1951, advertising on television grew 960 percent.Today the Internet is once again transforming promotion .By going online,companies can communicate instantly and directly with prospective customers .Promotion on the World Wide Web includes advertising,sponsorships and sales promotions like contests and coupons.In 1996,World Wide Web advertising revenues reached $300 mulion.Effective online marketers do not merely transfer hard-copy ads(平面广告)to cyberspace.Successful sites blend promotional and non-promotional information,indirectly delivering the advertising messages.To encourage visits to their sites and to create and cultivate customers' loyalty,companies change information frequently and provide many opportunities for interaction.One of the best online promotion web sites is the Ragu Web site.Here visitors can find thirty-six pasta recipes,take Italian lessons,and view an Italian film festival,but they will find no traditional ads.So subtle is the mix of product and promotion that visitors hardly know an advertising message has been delivered:SEGA of America,maker of computer games and hardware,uses itsWeb site for a variety of different promotions,such as introducing new game characters to the publie and supplying Web surfers the opportunity to download games.SEGA's home page averages250,000 visits a day.To heighten interest in the site,SEGA bought an advertising banner onNetscape,thereby increasing site visits by 15 percent. Online participants in Quaker Oats' Gatorade promotion received a free Tshirt in exchange for answering a few questions.Quaker Oats reports that the online promotion created product loyalty and helped the company know its customers better.Now,to target specific Internet users,an increasing number of companies are using“push”technology which automatically delivers customized(按客户要求创造的)news and other information to Users' computers when they log onto the Internet.Although organizations like NielsenMedia Research are developing technologies to enhance audience measurement and tracking,it remains difficult to assess how many times the same person looks at an ad and who that person is.Although online promotions can be glamorous and sophisticated,they are not perfect.For a welldesigned marketing mix,industry experts advise companies to use the Internet as a supplement to other advertising media. Internet,like television,has brought great changes to the promotion of products and services.A: RightB: WrongC: Not mentioned
考题
共用题干
Communication with Customers OnlineUntil the late 1940s,when television began finding its way into American homes,companies relied mainly on print and radio to promote their products and services. The advent(出现)of television brought about a revolution in promoting products and services.Between 1949 and 1951, advertising on television grew 960 percent.Today the Internet is once again transforming promotion .By going online,companies can communicate instantly and directly with prospective customers .Promotion on the World Wide Web includes advertising,sponsorships and sales promotions like contests and coupons.In 1996,World Wide Web advertising revenues reached $300 mulion.Effective online marketers do not merely transfer hard-copy ads(平面广告)to cyberspace.Successful sites blend promotional and non-promotional information,indirectly delivering the advertising messages.To encourage visits to their sites and to create and cultivate customers' loyalty,companies change information frequently and provide many opportunities for interaction.One of the best online promotion web sites is the Ragu Web site.Here visitors can find thirty-six pasta recipes,take Italian lessons,and view an Italian film festival,but they will find no traditional ads.So subtle is the mix of product and promotion that visitors hardly know an advertising message has been delivered:SEGA of America,maker of computer games and hardware,uses itsWeb site for a variety of different promotions,such as introducing new game characters to the publie and supplying Web surfers the opportunity to download games.SEGA's home page averages250,000 visits a day.To heighten interest in the site,SEGA bought an advertising banner onNetscape,thereby increasing site visits by 15 percent. Online participants in Quaker Oats' Gatorade promotion received a free Tshirt in exchange for answering a few questions.Quaker Oats reports that the online promotion created product loyalty and helped the company know its customers better.Now,to target specific Internet users,an increasing number of companies are using“push”technology which automatically delivers customized(按客户要求创造的)news and other information to Users' computers when they log onto the Internet.Although organizations like NielsenMedia Research are developing technologies to enhance audience measurement and tracking,it remains difficult to assess how many times the same person looks at an ad and who that person is.Although online promotions can be glamorous and sophisticated,they are not perfect.For a welldesigned marketing mix,industry experts advise companies to use the Internet as a supplement to other advertising media. In 1996,the Ragu Web site earned 2.5 million dollars from advertisement.A: RightB: WrongC: Not mentioned
考题
共用题干
Communication with Customers OnlineUntil the late 1940s,when television began finding its way into American homes,companies relied mainly on print and radio to promote their products and services. The advent(出现)of television brought about a revolution in promoting products and services.Between 1949 and 1951, advertising on television grew 960 percent.Today the Internet is once again transforming promotion .By going online,companies can communicate instantly and directly with prospective customers .Promotion on the World Wide Web includes advertising,sponsorships and sales promotions like contests and coupons.In 1996,World Wide Web advertising revenues reached $300 mulion.Effective online marketers do not merely transfer hard-copy ads(平面广告)to cyberspace.Successful sites blend promotional and non-promotional information,indirectly delivering the advertising messages.To encourage visits to their sites and to create and cultivate customers' loyalty,companies change information frequently and provide many opportunities for interaction.One of the best online promotion web sites is the Ragu Web site.Here visitors can find thirty-six pasta recipes,take Italian lessons,and view an Italian film festival,but they will find no traditional ads.So subtle is the mix of product and promotion that visitors hardly know an advertising message has been delivered:SEGA of America,maker of computer games and hardware,uses itsWeb site for a variety of different promotions,such as introducing new game characters to the publie and supplying Web surfers the opportunity to download games.SEGA's home page averages250,000 visits a day.To heighten interest in the site,SEGA bought an advertising banner onNetscape,thereby increasing site visits by 15 percent. Online participants in Quaker Oats' Gatorade promotion received a free Tshirt in exchange for answering a few questions.Quaker Oats reports that the online promotion created product loyalty and helped the company know its customers better.Now,to target specific Internet users,an increasing number of companies are using“push”technology which automatically delivers customized(按客户要求创造的)news and other information to Users' computers when they log onto the Internet.Although organizations like NielsenMedia Research are developing technologies to enhance audience measurement and tracking,it remains difficult to assess how many times the same person looks at an ad and who that person is.Although online promotions can be glamorous and sophisticated,they are not perfect.For a welldesigned marketing mix,industry experts advise companies to use the Internet as a supplement to other advertising media.According to experts' opinion,online promotion should be replaced by new ways.A: RightB: WrongC: Not mentioned
考题
The author implies that scientists develop a healthy skepticism because they are aware that( ) A.some factors in most situations must remain unknown
B.changes in axiomatic propositions will inevitably undermine scientific arguments
C.well-defined situations are necessary for the design of reliable experiments
D.mathematical solutions can rarely be applied to real problems
考题
The Cisco SDM will create a QoS policy that provides services to two types of traffic. Which two statements indicate the default QoS parameters that are created by SDM?()A、 Business-critical traffic will be sorted into two QoS classes.B、 Real-time traffic will be sorted into one QoS class.C、 Voice traffic will be considered real-time traffic while call signaling will be considered business-critical.D、 All traffic except real-time will be considered best-effort.E、 Routing, management, and transactional traffic will be considered business-critical.F、 Voice and call signaling traffic will be considered real-time.
考题
问答题◆Topic 10: Government’s Control of Violence in Media Questions for Reference: 1. What negative effects could be brought by the violence in films and on television to our society according to your observation? 2. Do you agree that the government’s control of the amount of violence in films and on television would limit our right of free speech? Why /Why not? 3. Some people put that it is in our best interest as a society for the government to censor broadcast media for violence. Do you think so? Why /Why not?
考题
单选题“Small talk”, as interpreted by the author, ______.A
has no real function in communication at allB
is usually meaningless and therefore uselessC
is not as idle as it may seem to beD
is restricted to certain topics only
考题
单选题According to one study, most computer and online games _____.A
allow the players to take part in killing actsB
teach the players to be antisocialC
make the players forget the real life resultsD
that young people like contain violence
考题
问答题Task II(20 points)Directions:Your class has recently had a discussion on violence on television and in films today. Your teacher has now asked you to write a composition giving your opinion on the following statement. Violence on television and in films can make young people behave badly. Please write your composition in no less than 160 words on the Answer Sheet.
考题
单选题Why does the anther mention Lady Chatterley’s Lover?A
To show television has great influence on our daily life.B
To show that television’s content has new changes.C
To show that violence and sex are accepted by the audience.D
To show the standards of TV regulation have changed
考题
单选题The author uses the example of cancer patients to show that ______.A
medical resources are often wastedB
doctors are helpless against fatal diseasesC
some treatments are too aggressiveD
medical costs are becoming unaffordable
考题
单选题If the Shipowner can only show that some part of the damage to the goods was due to a cause within the exception,he must also show how much of the damage is comprised in that part,otherwise he is liable().A
for the partB
for the wholeC
for the parts of damage not due to causes within the exceptionD
for the parts of damage due to causes within the exception
考题
单选题Recent studies have posed the question as to whether there is a link between film violence and real violence.A
supposedB
poisedC
arousedD
raised
考题
单选题Later on,children attempt to make their paintings look as closely as possible to the real things they are representing.A
Later onB
attempt toC
look as closelyD
to the real things
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
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