单选题Many critics believe that video games are harmful to children that contain violent imagery.A are harmful to children that contain violent imageryB containing violent imagery are harmful to childrenC that contain violent imagery that harms childrenD con

题目
单选题
Many critics believe that video games are harmful to children that contain violent imagery.
A

are harmful to children that contain violent imagery

B

containing violent imagery are harmful to children

C

that contain violent imagery that harms children

D

containing violent imagery that are harmful to children

E

harmful to children containing violent imagery


相似考题

4.Children in the United States are exposed to many influences other than that of their families. Television is the most significant of these influences, because the habit of watching television usually begins before children start attending school.Parents are concerned about the lack of quality in television programs for children. The degree of violence in many of these shows also worries them. Studies indicate that, when children are exposed to violence, they may become aggressive or insecure.Parents are also concerned about the commercials (商业广告) that their children see on television. Many parents would like to see fewer commercials during programs for children. And some parents feel that these shows should not have any commercials at all because young minds are not mature enough to deal with the claims made by advertisers.Educational television has no commercials and has programs for children that many parents approve of. The most famous of these is Sesame Street, which tries to give preschool children a head start in learning the alphabet (字母) and numbers. It also tries to teach children useful things about the world in which they live.Even though most parents and educators give Sesame Street and shows like it high marks for quality, some critics argue that all television, whether educational or not, is harmful to children. These critics feel that the habit of watching hours of television every day turns children into bored and passive (被动的) consumers of their world rather than encouraging them to become active explorers of it1). Which of the following statements is not based on the passage?A. Parents are worried about the influence from television on their children.B. Television has much influence on children.C. Both parents and their children like watching educational television.D. Some critics think that television is no good for children.2). In what ways do children suffer from television?A. They become the victims of social violence.B. They spend hours watching television instead of doing school work.C. The programs make the children lose interest in the world.D. The programs make the children spend too much of their parents’ money.3). Parents would not like their children to see commercials because ______A. they think that their children are not old enough to handle advertisingB. commercials teach children alphabet and numbersC. commercials help to sell productsD. they don’t like commercials4). Educational television is widely appreciated because _____A. it does have the same commercials as othersB. it offers programs for both children and their parentsC. many parents like the programs it offers for their childrenD. children can learn some school subjects before they go to school5). Which of the following can best serve as the title of the passage?A. Watching Too Much Television Is Harmful to Young Minds.B. Television Is More Harmful than Educational.C. Television’s Influence on Children.D. More Education Television.

更多“单选题Many critics believe that video games are harmful to children that contain violent imagery.A are harmful to children that contain violent imageryB containing violent imagery are harmful to childrenC that contain violent imagery that harms childrenD con”相关问题
  • 第1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.

    答案:A
    解析:
    作者开头就说“A big focus of the criticism of computer games has concerned the content of
    the games being played.”即计算机游戏的内容遭到很多非议。第二段开头.作者又用这样的话引出下文.“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 WOrl3es that children are becoming more violent and aggressive after prolonged exposure to these games.”即计算机游戏引起争议.有部分原因是因为小孩打游戏总是过了头.游戏已经渗透到他们生活中去。人们担心,孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。第三段开头.作者说“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”即对计算机游戏暴力的一些担心来自于孩子无法辨别虚拟世界和现实世界。可见.本文的主旨是讨论计算机游戏给孩子们带来暴力影响的问题.

  • 第2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.

    答案:D
    解析:
    文章第一段介绍了两类主要的电子游戏:Platformers和Bea.Them.Ups。前者包括索尼克和超级玛丽游戏。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏.后者一般被认为有暴力内容。关键句为“Beat.them.ups are the games which have caused coneerll over their violent content.”

  • 第3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.

    答案:C
    解析:
    题干问的是为什么电子游戏比电视和电影更容易激发孩子们的暴力行为。根据文章第三段第二句“The problem with video games is that thev involve children more than television or films and this means there are more implications for their SOCial behavior.”即电子游戏比电视或电影都更容易让孩子们有身临其境的参与感,从而对他们的社会行为影响更大。可知C项正确。

  • 第4题:

    The police crept up from behind and took the gangsters by surprise.

    A:violent criminals
    B:politicians
    C:musicians
    D:industrialists

    答案:A
    解析:
    本句意思:警察悄悄从后面绕过去,出其不意地将歹徒逮捕。gangster匪徒,歹徒,土匪。violent criminal暴力罪犯;politician政治家,政客;musician音乐家;industrialist工业家,实业家。

  • 第5题:

    Lead is potentially damaging to children's health.

    A:slight
    B:surprising
    C:sudden
    D:harmful

    答案:D
    解析:
    本句意思:铅对儿童的健康具有潜在损害。damaging造成破坏的,有害的,损害的。slight轻微的,略微的; surprising令人吃惊的,令人惊奇的,出乎意料的,奇怪的;sudden突然的,忽然的,骤然的;harmful导致损害的,有害的。

  • 第6题:

    单选题
    Which of the following statements about the Grimm's fairy tales is TRUE according to the passage?
    A

    They were originally intended to be children's stories.

    B

    Generally speaking, the tales that have endured can help children deal with the challenges life bring to them.

    C

    A large number of the tales made it to the modem age.

    D

    They are less violent than the children's stories being written today.


    正确答案: C
    解析:
    细节判断题。根据文章最后一句"But the deeper answer is that the tales that have lasted are magical adventures that help children deal with the struggles and fears of their everyday lives.''可知这些故事能够广为流传的深层次原因是它们能帮助孩子们应对生活中的困难和恐惧。这与选项B的说法一致。

  • 第7题:

    名词解释题
    非自然死亡(unnatural death)/暴力死亡(violent death)

    正确答案: 是指由于生命或疾病发展规律以外的因素作用而提前发生的死亡。包括自杀死、他杀死、意外死、安乐死等。
    解析: 暂无解析

  • 第8题:

    单选题
    According to the passage, Piaget and Keasey would not have agreed on which of the following points?
    A

    The kinds of excuses children give for harmful acts they commit

    B

    The age at which children begin to discriminate between intentional and unintentional harm

    C

    The intentions children have in perpetrating harm

    D

    The circumstances under which children punish harmful acts


    正确答案: C
    解析:
    由第一段Piaget…under age seven do not take into account the intentions和Keasey… six-year-old children distinguish…可知,两人对儿童形成辨别能力的年龄持不同观点。

  • 第9题:

    单选题
    When revising the fairy tales, Wilhelm did all of the following EXCEPT _____.
    A

    adding character judgments

    B

    making the tales much longer

    C

    deleting the violent scenes

    D

    polishing up the language


    正确答案: C
    解析:

  • 第10题:

    判断题
    On a global scale people killed or injured by violent acts come close to 1.6 million.
    A

    B


    正确答案:
    解析:
    该段录音中指出全球范围内,每年暴力行为导致160万人死亡,而更有数百万人因此受伤、致残和出现精神问题。因此题干数字描述的范围出现错误。
    【录音原文】
    On a global scale, violence kills l.6 million people a year. It leaves millions more with injuries, disabilities and mental disorders. Its causes are complex and its consequences are devastating.

  • 第11题:

    单选题
    We can infer from the text that ______.
    A

    parents are strongly opposed to children watching TV

    B

    a cartoon program is not harmful if it is not real

    C

    children may imitate what they have seen on television

    D

    the quality of children’s programs is not the parents’ main concern


    正确答案: C
    解析:
    逐个选项看A,文中提到家长还是赞同孩子看教育频道的节目的,所以不能说成是强烈反对孩子看电视;B,文章第二段第四句提到即使是卡通节目中的打斗场景也会对孩子不利,所以B不对;D,文章提到家长很关心儿童节目的质量,所以D不对。从文中第二段 后半部分推测孩子会模仿自己看到的暴力镜头。故选C。

  • 第12题:

    单选题
    A strong,often violent,northerly wind occurring on the Pacific coast of Mexico,particularly during the colder months,is a().
    A

    Papagayo

    B

    fall wind

    C

    foehn

    D

    williwaw


    正确答案: D
    解析: 暂无解析

  • 第13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.

    答案:A
    解析:
    文章第二段介绍了为什么沉迷于电子游戏会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,小孩打游戏总是过了头.游戏已经渗透到他们的生活中去。人们担心.孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是游戏即将失利的时候.玩家就会觉得沮丧.为自己曾经的失误气恼.总想再来一次。作者说,Platforms和Beat.Them.Ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat—Them.Ups更受欢迎,因此更容易激发暴力行为”是错误的。C项“手眼协调的人更容易有暴力倾向”.文章并没有相关内容。D项“游戏中的暴力内容使得孩子们沉迷于游戏中”.文章也没有这样的说法。

  • 第14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

    答案:C
    解析:
    unscathed出现在文章第一段最后一句“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.”即从很多方面来说,可以把电子游戏里的暴力和卡通片里的暴力比较:卡通片中的人物被击中脑袋。或者从悬崖上掉下去,也可以毫发无损地走开。unsettled“(问题、争论等)未解决的,动荡的”。unbeaten"战无不胜的,未被击败的”,unharmed“未受伤的,未受损害的”,unhappy“不快乐的。不幸福的”,只有C项与unscathed的意思相近。

  • 第15题:

    The announcement led to violent civil disorders in the society.

    A:administration
    B:disability
    C:chaos
    D:anguish

    答案:C
    解析:
    本题考查的是对名词的认知。这句话的意思是:这次公布的消息在社会上引起了公民的暴力混乱。disorder的意思是混乱。选项A administration管理。选项B disability无能。选项C chaos混乱,例如:There was absolute chaos when the air-controllers came out on strike.航空调度员罢工时出现了极度混乱的状态。选项D anguish(心理上的)极度痛苦。 disorder和chaos意思相近,所以选C。

  • 第16题:

    The gangster disappears into the crowd.

    A:politicians
    B:musicians
    C:industrialists
    D:violent criminals

    答案:D
    解析:
    本句意思:匪徒消失在人群中。gangster意为“匪徒,歹徒”,与violent criminals(凶犯意思相近。politician政客,政治家;musician音乐家;industrialist工业家。

  • 第17题:

    非自然死亡(unnatural death)/暴力死亡(violent death)


    正确答案: 是指由于生命或疾病发展规律以外的因素作用而提前发生的死亡。包括自杀死、他杀死、意外死、安乐死等。

  • 第18题:

    单选题
    The best title for the passage could be _____.
    A

    The Dark Side of Computer Games

    B

    Computer Games—Advantages and Disadvantages

    C

    The Development of Violent Computer Games

    D

    A Study on the Influence of Computer Games


    正确答案: C
    解析:
    全文主要介绍了电脑游戏的负面影响。在第二段第一句中作者提到“But the dark side of the computer games has become more and more obvious.”,但是电脑游戏的负面影响越来越明显了。该句为全文的主题句。

  • 第19题:

    单选题
    Which statement is TRUE when comparing cold and warm fronts?()
    A

    Cold fronts are more violent and of shorter duration

    B

    Cold fronts are milder and last longer

    C

    They are very similar with the exception of wind direction

    D

    Warm fronts are more violent and of longer duration


    正确答案: C
    解析: 暂无解析

  • 第20题:

    单选题
    Which type of precipitation is a product of the violent convection found in thunderstorms().
    A

    Snow

    B

    Freezing Rain

    C

    Hail

    D

    Sleet


    正确答案: A
    解析: 暂无解析

  • 第21题:

    单选题
    A strong,often violent,northerly wind occurring on the Pacific coast of Mexico,particularly during the colder months,is called().
    A

    Tehuan tepecer

    B

    Papagayo

    C

    Norther

    D

    Pampero


    正确答案: B
    解析: 暂无解析

  • 第22题:

    单选题
    The mayor made a radio _____ for help for the victims of the violent earthquake which caused great damage.
    A

    appeal

    B

    failure

    C

    objection

    D

    support


    正确答案: A
    解析:
    句意:市长在广播中呼吁大家来帮助那些在重大破坏的大地震中的受害者。appeal呼吁,四个选项中只有appeal可以与for搭配。objection反对,通常与to连用。support支撑,扶持。

  • 第23题:

    单选题
    A survey was recently given to all high school students in a certain town to measure the effect of environmental factors on attitudes and behavior, and the results indicated that students who play a minimum of two hours per day of violent video games are more likely to engage in violent behavior in school and at home. Therefore, playing violent video games encourages violence among teens.  Which of the following, if true, would most weaken the argument above?
    A

    The same survey was conducted in a neighboring town with similar results.

    B

    Playing violent video games keeps violent teenagers at home and prevents them from engaging in publicly aggressive behavior.

    C

    The survey used a standard question format that did not allow students to produce responses that could not be interpreted incorrectly.

    D

    Students who play violent video games often have a history of behavioral issues leading back to early childhood.

    E

    The survey was given over a period of days to ensure that all students attending the high school would participate.


    正确答案: D
    解析:
    文段的推理认为电子游戏导致了学生中的暴力活动,忽略了其他引起暴力活动的因素,故D项提出了引起暴力活动的其他原因,削弱了原文假设,故本题选D项。