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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

题目
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


相似考题
更多“According to one study, most computer and online games _____”相关问题
  • 第1题:

    But the Internet can bring some()effects, too. The most common one, some teenagers are addicted to computer games on the Internet.

    A. negative

    B. positive

    C. important


    参考答案:A

  • 第2题:

    A good way to relieve the boredom of staying at home is to play online games.()

    此题为判断题(对,错)。


    参考答案:对

  • 第3题:

    Thanks to the Web of the future, _____.

    [A]millions of web pages can be translated overnight

    [B]one can find most inventions and breakthroughs online

    [C]software manufacturers can lower the cost of computer parts

    [D]scientists using different specialty terms can collaborate much better


    正确答案:D

    本题考查事实细节题。题干要求选出未来网络带来的好处。第五段最后三句提到:语义万维网可以阅读并翻译专业术语,从上百万的网站提取总结相关信息;促进全球不同文化背景的人之间的合作。[D]项scientists是不同文化背景的人的一个特例,所以是正确项。

    A]项错误,因为该段第四句提到overnight时,是说语义万维网可以在一夜之间比一个人一辈子评估的知识的联合还要多,而不是翻译网页。[B]项的内容是现在的网络就能做到的,不能作为未来网络的好处。[C]项文章没有提及,文中只是说到软件代理商能帮助制造商找到成本最低的零件供应商,并和他们洽谈。

  • 第4题:

    _____________________________________________________________________________

    If you prefer using the dictionary on a computer, you can obtain CD-ROM versions of many major dictionaries. In addition, you can access numerous dictionaries, such as WWWebster’s Dictionary, on the Internet. Online dictionaries allow you to enter a search word (you even get help with spelling) to see a definition, and sometimes even an illustration. Online dictionaries also offer additional features, such as word games, language tips, and amusing facts about words. Some online dictionary services allow you to access numerous dictionaries, both general and specialized, in one search.

    A. Varieties of college dictionaries

    B. Accessing dictionaries electronically

    C. Elements under a word item

    D. Complete editions of dictionaries

    E. Using dictionaries for particular fields

    F. Features of college dictionaries


    正确答案:B

  • 第5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6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7题:

    单选题
    According to the last paragraph, it will be the most difficult for a person who has lost the hearing in one ear to tell ______.
    A

    where the source of a sound is

    B

    how loud a sound is

    C

    when a sound starts to appear

    D

    what makes a sound


    正确答案: D
    解析:
    细节理解题。根据文章最后一句话The brain recognizes these differences and uses them to decide the location of the source of the sound.可知,对于一只耳朵有听力障碍的人来说,判断声源的位置是最困难的。

  • 第8题:

    单选题
    Bob, a user, reports that his computer is running slower since he viewed an online training presentation. Bob is also receiving an increased amount of spam email. Which of the following is the MOST likely cause of Bob’s issue?()
    A

    Virus

    B

    Worm

    C

    Network bandwidth

    D

    Malware


    正确答案: A
    解析: 暂无解析

  • 第9题:

    单选题
    Passage1Children who spend more than two hours a day at a computer or watching television are more likely than others to have mental problems,scientists say.Researchers found that 11-year-olds who spent several hours in front of a screen each day did worse on mental health tests,no matter how much physical exercise they got. The University of Bristol study,published in Pediatrics,involved more than 1,000 children aged about 10.They also had the kids fill out questionnaires designed to gauge the kids' emotional well-being and behavior.The questionnaires contained 20 questions covering five sections-emotional difficulties,conduct problems,hyperactivity or inattention,friendships and peer groups and problems relating to friends and peer groups.The study found no direct evidence that sitting in front of a screen actually causes mental health problems. Instead,it suggests that children with difficulties,such as extreme shyness,are more likely to choose TV or computer games than sociable activities. In the study,children were asked whether they agreed,disagreed or somewhat agree with a list of statements,including,"I generally play alone or keep to myself" and,"I am often unhappy or tearful".They were also asked how much exercise they took and how long they spent at a TV or computer screen.According to the study,children who spent more than two hours a day at a screen had a 60% higher risk of mental problems than children who spent fewer viewing hours. The risk was only slightly higher in children who did little or no exercise."Physical activity is good for health in many ways,but it can't make up for long hours of screen viewing. Parents should consider limiting their children's screen viewing to no more than 2 hours a day,”said the study organizer,Angie Page.Previous studies have raised concerns that watching too much television can affect children's behavior in later life. A Canadian study found that those who watched most TV as young children performed worse at school, ate more junk food and had more trouble concentrating.How can children improve mental health according to the passage?
    A

    By limiting TV and computer use to less than two hours a day.

    B

    By getting more physical exercise.

    C

    By playing more educational computer games.

    D

    By going to bed earlier each night.


    正确答案: A
    解析:

  • 第10题:

    单选题
    You need to design a PKI for Litware, Inc. What should you do?()
    A

    Add one offline stand-alone root certificate authority(CA).Add two online enterprise subordinate CAs

    B

    Add one online stand-alone root certification authority(CA).Add two online enterprise subordinate CAs

    C

    Add one online enterprise root certification authority CA).Add one offline enterprise subordinate CA

    D

    Add one online enterprise root certification authority(CA).Add two online enterprise subordinate CAs


    正确答案: D
    解析: 暂无解析

  • 第11题:

    单选题
    The atmosphere created in the Beijing Olympic Games was much stronger than ______ of any previous Olympic Games.
    A

    which

    B

    what

    C

    that

    D

    the one


    正确答案: D
    解析:
    句意:北京奥运会上创造出来的气氛比以往任何一届奥运会上的都要强。句中应用指示代词that替代上文提到的atmosphere,其他选项均无此用法。故答案是C项。

  • 第12题:

    单选题
    Passage1Children who spend more than two hours a day at a computer or watching television are more likely than others to have mental problems,scientists say.Researchers found that 11-year-olds who spent several hours in front of a screen each day did worse on mental health tests,no matter how much physical exercise they got. The University of Bristol study,published in Pediatrics,involved more than 1,000 children aged about 10.They also had the kids fill out questionnaires designed to gauge the kids' emotional well-being and behavior.The questionnaires contained 20 questions covering five sections-emotional difficulties,conduct problems,hyperactivity or inattention,friendships and peer groups and problems relating to friends and peer groups.The study found no direct evidence that sitting in front of a screen actually causes mental health problems. Instead,it suggests that children with difficulties,such as extreme shyness,are more likely to choose TV or computer games than sociable activities. In the study,children were asked whether they agreed,disagreed or somewhat agree with a list of statements,including,I generally play alone or keep to myself and,I am often unhappy or tearful.They were also asked how much exercise they took and how long they spent at a TV or computer screen.According to the study,children who spent more than two hours a day at a screen had a 60% higher risk of mental problems than children who spent fewer viewing hours. The risk was only slightly higher in children who did little or no exercise.Physical activity is good for health in many ways,but it can't make up for long hours of screen viewing. Parents should consider limiting their children's screen viewing to no more than 2 hours a day,”said the study organizer,Angie Page.Previous studies have raised concerns that watching too much television can affect children's behavior in later life. A Canadian study found that those who watched most TV as young children performed worse at school, ate more junk food and had more trouble concentrating.How did the researchers carry out the study?
    A

    By reviewing children's records online.

    B

    By interviewing children's parents.

    C

    By watching children in their home.

    D

    By asking children questions.


    正确答案: C
    解析:

  • 第13题:

    According to Bob, the Beihai project is the most exciting one.()

    此题为判断题(对,错)。


    参考答案:错误

  • 第14题:

    Password is a(n)(71)series of characters that enables a user(72)a file, computer or program. On multi - user systems,(73)user must enter his or her password(74)the computer will respond to commands. The password helps ensure that unauthorized users do not access the computer. In addition, data files and programs may require a password.

    Ideally, the password should be something(75)could guess. In practice, most people choose a password that is easy to remember, such as their name or their initials. This is one reason it is relatively easy to break into most computer system.

    A.obvious

    B.secret

    C.important

    D.easy


    正确答案:B

  • 第15题:

    Miao Yue usually_______(play) computer games on weekends.


    正确答案:
     38.plays

  • 第16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17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18题:

    Bob, a user, reports that his computer is running slower since he viewed an online training presentation. Bob is also receiving an increased amount of spam email. Which of the following is the MOST likely cause of Bob’s issue?()

    • A、Virus
    • B、Worm
    • C、Network bandwidth
    • D、Malware

    正确答案:D

  • 第19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: D
    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。

  • 第20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21题:

    单选题
    Jimmy was so wild about computer games that he would stay online for ten hours _____ every day.
    A

    in full

    B

    in particular

    C

    on end

    D

    at length


    正确答案: C
    解析:
    in full“全部地”;in particular“尤其地”;on end“竖着,连续地”;at length“最后,终于,详尽地”。句意为“吉米对电脑游戏如此狂热,以至于他常常每天连续在线长达10个小时”。

  • 第22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: D
    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23题:

    判断题
    利用搜索命令“computer adventure games”与+computer+adventure+games搜索的结果是相同的。
    A

    B


    正确答案:
    解析: 暂无解析