- [材料题] (1)Imagine, if you will, the average games player. What do you see A guy who never grew up Or a nervous 18-year-old pushing buttons on his controller, lost and alone in a violent onscreen world Sorry, you lose. The average gamer is starting to look pretty much like the average person. For the first time, according to a US poll commissioned by AOL Games, roughly half of those surveyed, ages 12 to 55, are tapping away at some kind of electronic game―whether on a PC, a cell phone or another handheld device―for an average of three hours every week.(2)The games people play say a lot about who they are. Machines like the Xbox and PlayStation 2 are largely the territory of twenty-something men, who prefer to picture themselves as sports ‘stars and racing drivers. Men 50 and older prefer military games. Teenage girls are much more likely than boys to play games on their phone, while older women make up the majority of people playing card games such as Hearts on line.(3)Is it a good thing, all this time spent on games
- 单项选择题1.According to the writer, the ESA members ______.
A、have sufficient knowledge of games
B、think their games are healthy products
C、serve as the role models for game players
D、are concerned about gamers' cultural activities
- B
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- 单项选择题2.It can be inferred from the text that ______.
A、electronic games are less harmful than television
B、television viewers are more realistic than gamers
C、television is more popular than electronic games
D、gamers have less self-control than TV viewers
- A
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- 单项选择题3.When asked about the extent of their habit, some players ______.
A、refused to provide an answer to this question
B、denied they were affected by electronic games
C、wondered why they were asked such a question
D、stressed their interest in playing electronic games
- B
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- 单项选择题4.Who does the author say tend to identify themselves with the characters in the game?
A、Teenage girl
B、Older women
C、Men in their 20
D、Men 50 and old
- C
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- 单项选择题5.The AOL survey finds that electronic games ______.
A、do not present a violent onscreen world
B、no longer keep gamers from growing up
C、are no longer exclusive to young people
D、are not as popular with teenagers as before
- C
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