The Nobel Prize in economics had a difficult birth. It was created in 1969 to mimic the five prizes initiated under Alfred Nobel’s will. These had already been around for 68 years, and purists fought hard to stop the newcomer. Some members of the Royal Swedish Academy of Sciences still dismiss economics as unscientific, and its prize as not a proper Nobel. Early winners were among the prize’s fiercest critics. Gunnar Myrdal, who shared the award in 1974, said the prize ought to be abolished (but he did not return the money). Milton Friedman, winner in 1976, doubted the ability of a few people in Stockholm to make decisions respected around the world. By the 1990s, the Nobel committee had gained a reputation for intransigence. Gary Becker won only after a flood of nominations forced the cabal in Stockholm to act. The fathers of game theory won only after Mr. Nash’s sudden recovery from paranoid schizophrenia, though the disease had no bearing on the quality of his work, the best of which was done before he became ill. Robert Lucas received a prize that many economists believed he should have had much earlier. In 1998, the prize became the subject of countless jokes after the collapse of Long-term Capital Management, a hedge fund firm whose founders included Robert Merton and Myron Scholes, the 1997 Nobel laureates. The Merton Scholes’ choice also highlighted another enduring problem with the prize: untimely deaths. Fischer Black, co-originator of the options pricing model for which Messrs Merton and Scholes were recognized, died a year too soon to join his collaborators on the podium. Last year, many economists hoped that Zvi Griliches, a noted econometrician who was unquestionably deserving of the prize, and was suffering from a long illness, would win. He did not, and died soon afterwards. Because the prize came into being so late, there are still elderly luminaries waiting to be recognized. Paul Samuelson, one of the younger winners, and Mr. Becker, who was a friend of Griliches, want the committee to take old age explicitly into account. The committee could also cast its net more widely across the profession. ①Almost ail, the laureates(戴桂冠的人)are also the theoreticians; advances in empirical work and applications in the past two decades have yet to be paid due respect," a fact bemoaned by Mr. Becker. ②Mr. Samuelson adds that the economics committee’s selection methods have. excessively mimicked those used for the prizes in natural sciences: It" the right apple fell on your head, and you saw it, then you got the prize. But if you had a lifetime of excellence in all branches of physics, you didn’t get it.\ According to the passage, the author’s attitude toward Nobel Prize in economics is ______.
A. doubtful
B. positive
C. hostile
D. indifferent
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A造纸厂与B科技开发公司之间的委托合同是否有效为什么
In the 1962 movie Lawrence of Arabia, one scene shows an American newspaper reporter eagerly snapping photos of men looting a sabotaged train. One of the looters, Chief Auda abu Tayi of the Howe tat clan, suddenly notices the camera and snatches it. "Am I in this" he asks, before smashing it open. To the dismayed reporter, Lawrence explains, "He thinks these things will steal his virtue. He thinks you’re a kind of thief." As soon as colonizers and explorers began taking cameras into distant lands, stories began circulating about how indigenous peoples saw them as tools for black magic. The "ignorant natives" may have had a point. When photography first became available, scientists welcomed it as a more objective way of recording faraway societies than early travelers’ exaggerated accounts. But in some ways, anthropological photographs reveal more about the culture that holds the camera than the one that stares back. Up into the 1950s and 1960s, many ethnographers sought "pure" pictures of "primitive" cultures, routinely deleting modem accoutrements such as clocks and Western dress. They paid men and women to re-enact rituals or to pose as members of war or hunting parties, often with little regard for veracity. Edward Curtis, the legendary photographer of North American Indians, for example, got one Makah man to pose as a whaler with a spear in 1915--even though the Makah had not hunted whales in a generation. These photographs reinforced widely accepted stereotypes that indigenous cultures were isolated, primitive, and unchanging. For instance, National Geographic magazine’s photographs have taught millions of Americans about other cultures. As Catherine Lutz and Jane Collins point out in their 1993 book Reading National Geographic, the magazine since its founding in 1888 has kept a tradition of presenting beautiful photos that don’t challenge white, middle-class American conventions. While dark-skinned women can be shown without tops, for example, white women’s breasts are taboo. Photos that could unsettle or disturb such. as areas of the world torn asunder by war or famine, are discarded in favor of those that reassure, to conform with the society’s stated pledge to present only "kindly" visions of foreign societies. The result, Lutz and Collins say, is the depiction of "an idealized and exotic world relatively free of pain or class conflict". Lutz actually likes National Geographic a lot. She read the magazine as a child, and its lush imagery influenced her eventual choice of anthropology as a career. She just thinks that as people look at the photographs of other cultures, they should be alert to the choice of composition and images. We can infer from the passage that early travelers to the native lands often
A. took pictures with the natives
B. Rave exaggerated accounts of the native lands
C. ask for pictures from the natives
D. gave the natives clocks and Western dresses
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 "Platformers" 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 off 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
A. When losing computer games children tend to experience frustration and anger.
Beat-them-ups are popular with children and they are 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.
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 "Platformers" 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 off 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
A. Sonic.
B. Super Mario.
C. Platformers.
D. Beat-them-ups.