Text 2Imagine if you will the average games
问题详情
Text 2
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 U. S. poll commissioned by AOL Games, roughly half of those surveyed, ages 12 t0 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.
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 online.
Is it a good thing, all this time spent on games? Or is it as harmful as television, pulling people ever further from reality? The AOL survey suggests some players are in denial about the ex- tent of their habit. One in 10 gamers finds it impossible to resist games; 1 in 4 admits to losing a night"s sleep to play games; and another quarter has been too absorbed to have meals.
But don" t think we" re all heading into a world with everyone plugged into, if not totally controlled by, his own game. Quite the contrary: gamers appear to be more engaged with reality than other kinds of couch potatoes. According to a comprehensive survey by the Entertainment Software Association (ESA-whose members, of course, want you to think video games are healthy), gamers spend an average of 23 hours a week volunteering and going to church, concerts, museums and other cultural events. More enthusiastic gamers who play 11 hours a week or more spend even more time out in the cultural world(34 hours).
51. 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请帮忙给出正确答案和分析,谢谢!
参考答案
正确答案:C
Text2参考译文如果你愿意,可以想象一下普通游戏玩家的形象。你会想到什么?一个永远长不大的家伙?或者一个精神紧张的18岁的青年不停地按着游戏操控键盘,独自沉浸在荧屏中一个暴力的世界里?抱歉,你错了。游戏玩家已逐渐与常人无异。美国AOLGames首次开展的民意调查显示:在12到55岁的被调查者中,大约一半人平均每周花三个小时来玩游戏,或用电脑或用手机,或者使用其他便携类装置。人们所玩的游戏很大程度上体现了他们的身份。20岁左右的男人们大多玩Xbox和PlayStation2之类的游戏机,他们喜欢把自己当作体育明星或是赛车手。50岁或以上的男人更喜欢军事类游戏。十几岁的女孩儿比男孩儿更喜欢玩手机游戏,而稍年长的女人们占据了网络纸牌游戏玩家的大多数,比如红心大战。把这些时间花在游戏上值得吗?或者这像看电视一样有害,只能把人们拉离现实生活?AOL调查显示,一些玩家拒绝透露他们沉迷游戏的程度,十分之一的玩家认为游戏不可抗拒,四分之一的玩家承认自己会通宵玩游戏,另外四分之一的玩家会因沉迷游戏而忘记吃饭。但是不要认为,如果不加控制,我们未来的世界中每个人都沉迷在自己的游戏之中。恰恰相反,游戏玩家似乎比其他电视迷更加能够融入到社会现实中去。根据美国娱乐软件协会(当然,协会成员希望人们对电子游戏持积极态度)开展的一项综合调查,游戏玩家们每个星期平均有23个小时自愿去教堂、音乐会或是博物馆,以及出席其他文化活动。那些每周玩11个小时或更长时间游戏的游戏迷们甚至花更多的时间从事文化活动(每周34个小时)。51.C【精析】推断题。文章第一段详细介绍了此项调查的结果,很多成年人甚至老年人都加入到游戏玩家的行列,游戏已经不再是年轻人的专利。故选C。