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

admin2013-06-26  23

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 purpose of this article is to______.

选项 A、warn people of the connection between video games and violent behavior
B、reflect on the widespread concern over video games
C、commemorate the victims dying in the 1999 high school massacre
D、dispel the overwhelming worry about the addictive nature of video games

答案B

解析 本题考查作者的写作目的。阅览全文,作者的主要写作目的在于驳斥社会上充斥的电子游戏危害论。[A]答案反向干扰;[B]答案正确;[C]答案只是文章为了引入话题的一个例子,而绝非作者的写作目的;[D]答案有一定的干扰性,但是对电子游戏上瘾性的辩论只是作者的论证内容之一,作者另外还主要论证了电子游戏不会诱发暴力行为的观点,因此[D]无法全面概括作者的写作目的。
转载请注明原文地址:https://jikaoti.com/ti/CYsRFFFM
0

最新回复(0)