题目内容

Games originally are entertainment. Contemporary games are very realistic and for this reason they are a (31) of great experience for the player and develop the imagination. Games are entertainment and even more than that. In addition, the statistics of the New York University (32) by Green and Bavelier claim that the player (33) active games get an improvement of some types of brain activity, related to (34) of visual information. In particular, game players cope with problems of (35) tracking several moving objects at the average level of 30% better than people who do not play (36) computer video games. The "gaming" violent experience may not be the cause of violent (37) in reality. (38) of the playing experience will become the priority in making important decisions (39) problems in real life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules. Games are also the possibility to be (40) a person wants to be and to rest from the outside world for some time. But what if a person gets (41) much excited with the game scenes that he becomes violent in reality Then, it proves that the games cause people to become violent. Let us stop for a moment right at this point. Those who do not (42) in this type of activity usually make the conclusion of presence of violence in the game-world. Nobody will (43) hear this kind of statement from those who play, from those who know the rules of the game and understand that it is just a (44) world. A psychologically (45) person will never confuse or connect these two different worlds. A game is a virtual world with visual images very similar to human. These images (46) by themselves nothing but simple playing obstacles. A game may potentially give the (47) to "destroy the obstacles" that may not be destroyed according to the rules but it is more about personal choice (48) to do it or not. This leads us to the conclusion that violence is not a consequence but the cause. People who are originally (49) to violence may get irritated by games and perform violence in the "real world". But in this case violence in games is a simple (50) of the violent nature of the player.

A. affected
B. faked
C. virtual
D. artificial

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Maybe unemployment isn’t so bad after all. A new study says that, income notwithstanding, having a demanding, unstable and thankless job may make you even unhappier than not having a job at all. Given that a paid position gives workers purpose and a structured role, researchers had long thought that having any job would make a person happier than being unemployed. That turns out to be true if you move into a high-quality job—but taking a bad job is detrimental to mental health. Australian National University researchers looked at how various psychosocial work attributes affect well-being. They found that poor-quality jobs—those with high demands, low control over decision making, high job insecurity and an effort-reward imbalance—had more adverse effects on mental health than joblessness. The researchers analyzed seven years of data from more than 7,000 respondents of an Australian labor survey for their Occupational and Environmental Medicine study in which they wrote: as hypothesized, we found that those respondents who were unemployed had significantly poorer mental health than those who were employed. However, the mental health of those who were unemployed was comparable or more often superior to those in jobs of the poorest psychosocial quality... The current results therefore suggest that employment strategies seeking to promote positive outcomes for unemployed individuals need to also take account of job design and workplace policy. Moving from unemployment to a job with high psychosocial quality was associated with improvements in mental health, the authors said. Meanwhile, the mental health of people in the least-satisfying jobs declined the most over time—and the worse the job, the more it affected workers’ well-being. Unemployed people in the Australian study had a mental-health score (based on the five-item Mental Health Inventory, which measures depression, anxiety and positive well-being in the previous month) of 68.5. Employed people had an average score of 75. 1. The researchers found that moving from unemployment to a good job raised workers’ scores by 3.3 points, but taking a bad job led to a 5.6 point drop below average. That was worse than remaining unemployed, which led to decline of about one point. These findings underscore the importance of employment to a person’s well-being. Rather than seeking any new job, the study suggests, people who are unemployed or stuck doing lousy work should seek new positions that offer more security, autonomy and a reasonable workload. But that’s a lot easier said than done. Perhaps employers could be persuaded to be more mindful of the mental health of their workers happier employees are a benefit to their employers. "The erosion of work conditions," the researchers noted, "may incur a health cost, which over the longer term will be both economically and socially counterproductive. \ Which of the following is NOT an outcome of the Australian Labor Survey

A. The unemployed were no better than those in jobs of the poorest psychosocial quality.
B. The unemployed had significantly poorer mental health than the employed.
C. Poor-quality jobs had more adverse effects on mental health than joblessness.
D. Those in jobs of the poorest psychosocial quality had the weakest mental healt

Which of the following italicized clause is NOT used as adverbial of time

A. Marking up the students ~ assignment, the teacher found a lot of mistakes.
B. Lost in thought, Eochaid did not at first hear the shouting outside.
C. He is a man of few words, and seldom speaks until be spoken to.
D. Having suffered a breakdown, she quit her job and emigrated to Sussex.

Games originally are entertainment. Contemporary games are very realistic and for this reason they are a (31) of great experience for the player and develop the imagination. Games are entertainment and even more than that. In addition, the statistics of the New York University (32) by Green and Bavelier claim that the player (33) active games get an improvement of some types of brain activity, related to (34) of visual information. In particular, game players cope with problems of (35) tracking several moving objects at the average level of 30% better than people who do not play (36) computer video games. The "gaming" violent experience may not be the cause of violent (37) in reality. (38) of the playing experience will become the priority in making important decisions (39) problems in real life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules. Games are also the possibility to be (40) a person wants to be and to rest from the outside world for some time. But what if a person gets (41) much excited with the game scenes that he becomes violent in reality Then, it proves that the games cause people to become violent. Let us stop for a moment right at this point. Those who do not (42) in this type of activity usually make the conclusion of presence of violence in the game-world. Nobody will (43) hear this kind of statement from those who play, from those who know the rules of the game and understand that it is just a (44) world. A psychologically (45) person will never confuse or connect these two different worlds. A game is a virtual world with visual images very similar to human. These images (46) by themselves nothing but simple playing obstacles. A game may potentially give the (47) to "destroy the obstacles" that may not be destroyed according to the rules but it is more about personal choice (48) to do it or not. This leads us to the conclusion that violence is not a consequence but the cause. People who are originally (49) to violence may get irritated by games and perform violence in the "real world". But in this case violence in games is a simple (50) of the violent nature of the player.

A. very
B. quite
C. such
D. so

We live in southern California growing grapes, a first generation of vintners, our home adjacent to the vineyards and the winery. It’s a very pretty place, and in order to earn the money to realize our dream of making wine, we worked for many years in a business that demanded several household moves, an incredible amount of risk-taking and long absences from my husband. When it was time, we traded in our old life, cinched up our belts and began the creation of the winery. We make small amounts of premium wine, and our lives are dictated by the rhythm of nature and the demands of the living vines. The vines start sprouting tiny green tendrils in March and April, and the baby grapes begin to form in miniature, so perfect that they can be dipped in gold to form jewelry. The grapes swell and ripen in early fall, and when their sugar content is at the right level, they are harvested carefully by hand and crushed in small lots. The wine is fermented and tended until it is ready to be bottled. The vineyards shed their leaves, the vines are pruned and made ready for the dormant months -- and the next vintage. It sounds nice, doesn’t it Living in the country, our days were spent in the ancient routine of the vineyard, knowing that the course of our lives as vintners was choreographed long ago and that if we practiced diligently, our wine would be good and we’d be successful. From the start we knew there was a price for the privilege of becoming a winemaking family, connected to the land and the caprices of nature. We work hard at something we love, we are slow to panic over the daily emergencies, and we are nimble at solving problems as they arise. Some hazards to completing a successful vintage are expected: rain just before harvesting can cause mold; electricity unexpectedly interrupted during the cold fermentation of white wine can damage it; a delayed payment from a major client when the money is needed. There are outside influences that disrupt production and take patience, good will and perseverance. (For example) the Bureau of Alcohol, Tobacco and Firearms regulates every facet of the wine business. A winery’s records are audited as often as two or three times a year and every label--newly written for each year’s vintage must be approved ... (But) The greatest threat to the winery, and one that almost made us lose heart, came out of a lawyer’s imagination. Our little winery was served notice that we were named in a lawsuit accusing us of endangering the public health by using lead foils on our bottles (it was the only material used until recently) "without warning consumers of a possible risk." There it was, our winery’s name listed with the industry’s giants ... I must have asked a hundred times: "Who gets the money if the lawsuit is successful" The answer was, and I never was able to assimilate it, the plaintiffs and their lawyers who filed the suit! Since the lawsuit was brought on behalf of consumers, it seemed to me that consumers must get something if it was proved that a lead foil was dangerous to them. We were told one of the two consumer claimants was an employee of the firm filing the suit! There are attorneys who focus their careers on lawsuits like this. It is an immense danger to the small businessman. Cash reserves can be used up in the blink of an eye when in the company of lawyers. As long as it’s possible for anyone to sue anybody for anything, we are all in danger. As long as the legal profession allows members to practice law dishonorably and lawyers are congratulated for winning big money in this way, we’ll all be plagued with a corruptible justice system. The phrase "cinched up our belts", in the first paragraph, suggests that the couple

A. thought creating a winery would be easy.
B. wore clothing that was too big.
C. strapped their belongings together and moved.
D. prepared for the difficult work ahea

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