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Dinnerwasalmostreadywhenthekillinghappened.WhenDonWisewalkedintothelivingroomofhishome,histen-year-oldson,Mike,anda12-year-oldfriendweresittinginfrontofalarge-screentelevisionset.Theywereplayingavideo

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Dinner was almost ready when the killing happened.When Don Wise walked into the living room of his home,his ten-year-old son,Mike,and a 12-year-old friend were sitting in front of a large-screen television set.They were playing a video game they had rente d(租赁), called Golden eye 007,one of the top-selling titles of 2007.
Standing behind the boys,Wise saw that one boy pushed the button and shot the character in the face.Blood splattered(喷溅)the lab coat of the character as he circled and fell.“You’re down!”the boy said,laughing.
Frightened by the child’s obvious fun,Wise ordered the boys to turn the game off.“This game is terrible.“he said seriously.“I don’t want you to play with this any more.”
Video games have become pervasive form of entertainment since the 1990s.Today about 69 percent of American families own or rent video and computer games.Most are harmless entertainment,but in far too many of the most popular ones,kids are acting out realistic violent experiences on their TV and computer screens.“These are not just games any more,”says Rick Dyer,president of the San Diego-based Virtual Image Productions.“These are learning machines.We’re teaching kids in the most incredible way what it’s like to pull the trigger(扳机).The focus is on the thrill,enjoyment and reward.What they’re not realizing are the real-life results.“
Such video games introduce kids to a fantasy world that features amazingly lifelike characters,detailed images of brutality(野蛮)。 Unlike movies and television,where you watch the violence,the video game lets you feel the sensation(感觉) of taking violent actions. When you’re into the game,you’re in the game. 
“The technology is becoming more engaging(吸引人的) for kids,”says David Walsh,president of the National Institute on Media and the Family(NIMF),a watchdog group in Minneapolis,“and a part of the games features anti-social themes of violence,sex and rude language.Unfortunately,it’s a part that seems particularly popular with kids between ages 8 to15.”
57.Which of the following best summarizes the main idea of this passage?
A.Video game violence is very harmful to kids.
B.Video game is a common form of entertainment.
C.Video game violence is popular with children.
D  Video game is the reflection of the real—life violence.
58.We can infer from the passage that the_____________.
A.NIMF is characteristic for its social justice
B.NIMF is a political organization i n Minneapolis
C.NIMF promotes(推崇) video games and other media products
D.NIMF detects(侦查) the media industry’s illegal actions(违法行为)
59.The underlined word“pervasive”in Paragraph 4 mos t probably means____________.
A.worldwide        B.instructive       C.widespread      n harmful
60.Which of the following statements would Rick Dyer agree with?
A  Video games with some violence teach kids to experience real life.
B.Video games are realistic ways to learn more about the real life  world.
C.Video games with fantastic features are loved by most kids in the US.
D  Violence video games have a negative influence on children.
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57—60   ADCD