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 co

题目
单选题
Many studies have suggested that _____.
A

more and more young people enjoy cruel computer games

B

violence in computer games makes their players more aggressive

C

there are now far more incidents of violence due to computer games

D

simulated violence in computer games is different from real violence


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  • 第1题:

    Those pupils who take an excessive interest in computer games ought to spend more time on ____ readings.

    A. complex

    B. radical

    C. worthwhile

    D. permanent


    答案:C

  • 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.

    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.

    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4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5题:

    ()in the labor market,he has enrolled in a computer course.

    ABe competitive

    BBeing more competitive

    CBeing competitive

    DTo be more competitive


    D

  • 第6题:

    More and more people in China now()to work regularly.

    • A、drive
    • B、drives
    • C、have driven

    正确答案:A

  • 第7题:

    问答题
    With the amazing technological development of computer and of the Internet, virtual games played on the Internet are becoming more and more popular. Many claim that playing games teaches us about life. Do you agree with this view?

    正确答案:
    Playing certain games can teach us about life. For example, some educational games are designed to teach us about science, geography, sociology, etc. Games of chance can help us to experience and accept disappointment. However, I think this majority of modern-day games are based on fantasy and they cannot teach us much about life.
    Nowadays, young people seem to favor computer games. The ones they like best either tend to distort reality or to promote fantasy. The fantasy games are full of aliens, lethal robots, walking dead people, or monsters. A good example is the game, “Resident Evil”. It is all about a virus that kills people and turns them into walking zombies. The player scores points by destroying the zombies with certain weapons. Other games, like “DOA 2” and “Counter-strike” distort reality by allowing the player to beat up or kill other people without suffering any consequences. Many games actually glorify violence or make it look like fun. Some racing games allow you to run over people and score points. I doubt that anyone can learn about lire through playing these games. In fact, many juvenile delinquents commit crimes without fully understanding what they have done and without having any idea of severe punishment. It is a pity that they generally regard their acts as means of fun because they mistake the real world for the fantasy world.
    Another reason that modern-day games cannot teach us about lire is that they tend to be addicting. That is to say, they actually distract you from going outside and experiencing life. Many middle school and high school boys and university students spend numerous weekend hours glued to their computers, playing the latest fantasy game. They really should be outside, socializing, exploring their surroundings and learning about life. These modern day games actually promote the addiction. For example, most “shooting games” give you only a few “lives” but they incorporate countless play levels and episodes. It forces you to play an infinite number of hours as you attempt over and over again to reach the end of the game. All the while,the world is passing you by.
    Can playing games teach us about life? Certain ones can. However,I think the majority of modern—day games actually do the opposite. They either distort reality or they keep you from experiencing it.
    解析:
    文章引文段开头肯定了有些游戏能交给人们很多东西,接着笔锋一转表明现在大部分网络游戏没有教育功能。在正文段中分两点阐述自己的观点,其中使用了逻辑推理和例子来论证自己的观点。结尾段作者由问题引出主题,重申了自己的观点。

  • 第8题:

    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


    正确答案: B
    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?

  • 第9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.

    正确答案:
    Nowadays, most of the boy students are crazy about playing computer games. The parents and teachers are very concerned with this situation. Then what influences does the computer game have on the players and what should we do with it?
    The computer games can give the players intellectual confidence and enhance their learning on a certain degree. However, their disadvantages are more prevailing. Most of the video games are of violent theme, which may desensitize the players to violence and alter their perception of reality. That may also give them the false idea that violence is an acceptable way to deal with problems and conflict. Meanwhile, spending too much time on video games would certainly affect their study. Concerning this, we should control children’s time spent on playing computer games and encourage them to do some other activities, such as doing sports, reading and travelling.
    解析: 暂无解析

  • 第10题:

    单选题
    Now people have more free time. Square Dancing is becoming more and more ______.
    A

    comfortable

    B

    difficult

    C

    different

    D

    popular


    正确答案: C
    解析:
    考查形容词辨析。句意:如今人们空闲时间多了,广场舞也越来越流行了。前后两句是因果关系,所以答案为D项popular(流行的)。Square Dancing广场舞。comfortable舒服的。difficult困难的。different不同的。

  • 第11题:

    单选题
    Emad Ali Darweesh ______.
    A

    holds that young men fight against Israel invasion.

    B

    opposes Dr Iyad Sarraj’s view that more young people appeal to violence.

    C

    senses more young people agree with Hamas.

    D

    cannot see any hope in the future.


    正确答案: B
    解析:
    题目问的是:Emad Ali Darweesh有什么看法?文章倒数第5段中提到“Only a small proportion of them are interested in militant activity.”,即“他们中仅有小部分人对激进分子活动感兴趣”,与Iyaid Sarraj博士认为越来越多的年轻人倾向于暴力的观点相反,故C正确。

  • 第12题:

    判断题
    Violence brought about by large groups of people or the state is more serious than violence by individuals.
    A

    B


    正确答案:
    解析:
    录音中只是把暴力从广义上分成三类:self-directed,interpersonal和collective,并对这三种类型的暴力进行了解释,并未提及那种暴力更加严重。
    【录音原文】
    At the broadest level, violence is divided into three major categories: self-directed, interpersonal and collective. So we differentiate between violence a person inflicts upon himself or herself; violence inflicted by another individual or small group of individuals; and violence inflicted by larger groups or states.

  • 第13题:

    ________(不会用)a computer makes it more difficult for him to do his academic research.(use)


    正确答案:
    Not use

  • 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.

    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15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16题:

    Text 2 You would think that the young and digitally intellectual-the generation that grew up with computers at their fingertips-would be the least likely age group to fall victim of online fiaud.But the opposite is true."We've bought into stereotypes about fraud victims-they're usually seen as wlnerable and elderly,or gullible and poorly educated,"says Emma Fletcher,product manager at the BBB Institute."These stereotypes are strongly held-and they are wrong.We are all at risk,but younger and more educated individuals are actually the most likely to be deceived."Similarly,a 2016 report by Norton,the antivirus company,found that 44 per cent of millennials had been the victim of an online crime in the past year,compared with just 16 per cent ofbaby boomers.Research by Barclays this year backs this up.The Barclays Digital Safety Index highlights that almost two thirds of 18-24 year-olds had fallen prey to hackers or viruses.Yet when asked about actions taken to prevent future attacks,millennials were less likely than their older counterparts to take positive action,such as installing an anti-virus software following a computer system collapse.One reason is what is known as"optimism bias"-the idea that other people might be more One reason is what is known as"optimism bias"-the idea that other people might be more vulnerable than you and that you know better.Younger people are usually more knowledgeable about IT than those in the generations above them.But this makes them less likely to heed advice about staying safe,whereas,perhaps surprisingly,older people are more inclined to listen.But this is not the only reason.Younger people spend far more time online.They shop more there(meaning their card details are entered more ofien and stored in many more databases)and they share much more personal information online.According to Ofcom's 2016 Media Use and Attitudes Report,more than 90 pcr cent of those aged 16-34 have social-media accounts.For those aged between 55 and 64,this figure drops t0 51 per cent.For those 65 and over,it's 30 per cent.Interestingly,though,according the Office ofNational Statistics,older people are more likely to be victims ofrepeat fraud.This may be because they tend to be more trusting.Research at the University of California suggests that this isn't just because they grew up in more innocent times.Rather,age-related changes in the brain mean that as people get older,they tend to trust more and question less.27.According to Paragraph 3,the millennials tend to

    A.neglect taking measures to protect themselves.
    B.misuse anti-virus sofiware on their computer.
    C.take positive actions to prevent computer viruses.
    D.less likely have their computer system damaged.

    答案:A
    解析:
    事实细节题。第三段说到“但是,当问及千禧一代会采取什么行动来防止未来的攻击时,他们却不像年老者那样,选择在电脑系统崩溃之后安装防病毒软件”,故选A项。【干扰排除】B,C,D三项在文章第三段均未提及,属无中生有,故排除。

  • 第17题:

    ()in the labor market,he has enrolled in a computer course.

    • A、Be competitive
    • B、Being more competitive
    • C、Being competitive
    • D、To be more competitive

    正确答案:D

  • 第18题:

    单选题
    According to Excerpt 4, the computer used by the high-income level is _____ that by the lowest income levels.
    A

    8 percent more than

    B

    76.56 percent more than

    C

    nearly 10 times as many as

    D

    about 20 times as many as


    正确答案: B
    解析:
    根据Excerpt 4中的“The computer-penetration rate at the high—income level is an amazing 76.56 percent, compared with 8 percent at the bottom end of the scale.”可知,在高收入阶层中,拥有计算机比例是惊人的,达到76.56%,低收入阶层的计算机拥有率却只有8%。76.56%与8%相比,将近10倍,因此C项是正确答案。

  • 第19题:

    单选题
    According to one study, most computer and online games _____.
    A

    allow the players to take part in killing acts

    B

    teach the players to be antisocial

    C

    make the players forget the real life results

    D

    that young people like contain violence


    正确答案: C
    解析:
    第三段第一句提到“One study showed that almost 80 percent of the computer and online games young people preferred contained violence.”,一项研究表明青少年喜欢的电脑游戏和网上游戏中有80%含有暴力的内容。

  • 第20题:

    单选题
    ()in the labor market,he has enrolled in a computer course.
    A

    Be competitive

    B

    Being more competitive

    C

    Being competitive

    D

    To be more competitive


    正确答案: A
    解析: 暂无解析

  • 第21题:

    单选题
    People made small shops into small game houses in order to _____.
    A

    make computer games more popular

    B

    get more money

    C

    help people to learn computer better

    D

    make people happy


    正确答案: A
    解析:
    根据第一段“A lot of small shops along busy streets have been made into small game houses in order to get more money.”可知,选项B正确。

  • 第22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.

    正确答案:
    Recently, the fact that more and more students have spent too much time playing computer games has aroused great concern. It's high time to prevent them from indulging in those games.
    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. To begin with, to play computer games excessively can damage the players' physical health, especially their eyes. In addition, those students who are addicted to computer games tend to neglect their studies, idle away their time and even commit crimes.
    From what has been discussed above, I think it is imperative that some effective measures be taken to solve the problem. To begin with, the computer access for students should be controlled and the time students spend on computer games should be limited. Then, the quality of computer software and games for young students should be examined in case they are adversely influenced by inappropriate programs that involve violence and sex content. Finally, the law and the regulation should be made to protect students from being corrupted and misled by computer games. Meanwhile, parents and teachers should take responsibility for educating the students to realize the harmful effects of computer games.
    解析: 暂无解析

  • 第23题:

    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.


    正确答案: A
    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。

  • 第24题:

    单选题
    Many studies have suggested that _____.
    A

    more and more young people enjoy cruel computer games

    B

    violence in computer games makes their players more aggressive

    C

    there are now far more incidents of violence due to computer games

    D

    simulated violence in computer games is different from real violence


    正确答案: B
    解析:
    第五段第三句提到,许多研究表明游戏中的暴力与玩游戏的人的暴力倾向增强是有关系的。