In the late morning of April 20th, 1999 a pair of teenagers, Dylan Klebold and Eric Harris, walked into the cafeteria at Columbi

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问题     In the late morning of April 20th, 1999 a pair of teenagers, Dylan Klebold and Eric Harris, walked into the cafeteria at Columbine High School in Colorado and began gunning down their classmates. The two senior-year students killed 13 people in a 45-minute rampage before turning their weapons on themselves. The massacre remains the deadliest high-school shooting in American history.
    In the days after the killings it emerged that, besides enjoying violent movies, the two liked playing "Doom" , a bloody video game from the mid-1990s in which the heavily armed players use shotguns and rocket launchers to dispose of armies of zombies and demons. Parents, politicians and psychiatrists worried that exposure to virtual violence had prepared the ground for the real-world killings. Two years later the parents of some of the victims sued dozens of gaming companies, including id Software, the developers of "Doom" , alleging that their products had contributed to the murders.
    The massacre fed long-standing worries about video games, particularly in America, the industry’s biggest national market. The critics say there is a crucial difference between films, plays or books, where the players are just passive onlookers, and video games, where they are active participants in the simulated slayings. That, the argument goes, makes it more likely that they will resort to violence in the real world, too.
    But the evidence is hard to pin down. Violent crime in America, Britain and Japan, the three biggest video-game markets, has dropped over the past decade at the same time as sales of video games have soared. That does not, by itself, exonerate the industry—after all, without games violent crime might have fallen still further. And several studies purport to show that playing violent video games raises aggression levels. But Chris Ferguson, a psychologist at Texas ASM International University, points out that much of this work is of poor quality. In a meta-analysis published in 2007, he found no evidence that games made their players violent. Indeed, after decades of research, he has concluded that violence in any media has little or no effect on their consumers.
    Again, critics point to the interactive nature of video games, which allows their designers to tweak risks and rewards to make them irresistible. Some countries, including China and South Korea, are attempting to limit the number of hours that youngsters can play online games. Even games developers themselves have expressed concern about online games that rely on keeping players hooked. But there is no suggestion that games are addictive in the sense that they create physical dependence in their players. That makes them akin to other compelling but legal pastimes, such as gambling, following a football club or collecting stamps.
    There is a long tradition of dreadful warnings about new forms of media, from translations of the Bible into dialects to cinema and rock music. But as time passes such novelties become uncontroversial, and eventually some of them are elevated into art forms. That mellowing process may already be under way as the average game-player gets older.
The word"exonerate" is most closely in meaning to______.

选项 A、confesses the guilt of
B、proves the innocence of
C、clears the obstacles of
D、guides the direction for

答案B

解析 “exonerate”一词出现在文中第四段。前三段中作者主要指出了社会上对于电子游戏的偏见,认为电子游戏会引发人们在现实生活中的暴力行为。但是第四段中,作者前两句话就指出,这种相关性值得推敲,因为在美国、英国和日本,三大电子游戏主要消费国,过去十年中的犯罪率并没有因为电子游戏销量的攀升而增加。但是第三句话,作者又笔锋一转,指出当然这本身并不能说明什么问题,因为如果没有电子游戏的存在的话,也许犯罪率下降得会更快。搞清楚了这几句话之间的逻辑关系,我们就可以判断,这里的“exonerate”一词意思是“赦免,为……开脱罪名”的意思,故正确答案应该选[B]。
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