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Passage One
There are over 6,000 different computer and online games in the world now. A segment of them are considered to be both educational and harmlessly entertaining. One such game teaches geography. and another trains pilots. Others train the player in logical thinking and literate, which is more important in this technology-driven era. But the dark side of the computer games has become more and more obvious. “A segment of games features anti-social themes of violence,sex and crude language, ” says David Walsh, president of the National Institute on Media and Family. “Unfortunately. It's a segment that seems particularly popular with kids aged from eight to fifteen”.
One study showed that almost 90 percent of the computer and online games young people preferred. Contained violence. The investigators said “There are not just games anymore. These are leaning machines. We're teaching kids in the most incredible manner what it's like to pull the trigger. What they are not learning are the real-life consequences”.
They also said The new and more sophisticated games are even worse, because they have better graphics and allow the player to participate in even more realistic violent acts. ” In the game Carmageddon, for example, the player will have driven over and killed up to 33 ,000 people by the time all levels are compelled. A description of the outcome of the game says: “Your victims not only squish under your tires and splatter blood on the windshield, they also get on their knees and beg for mercy, or commit suicide. If you like, you can also dismember them. ” Is all this simulated violence harmful? Approximately 3 ,000 different studies have been conducted on this subject. Many have suggested that there is a connection between violence in games and increased aggressiveness in the players.
Some specialists downplay the influence of the games, saying that other factors must be taken into consideration, such as the possibility that kids who already have violent tendencies are choosing such games. But could it be that violent games still play a contributing role? It seems unrealistic to insist that people are not influenced by what they see. If that were true, why would the commercial world spend billions of dollars annually for television advertising?
41. Which of the following computer games are NOT mentioned as educational and harmlessly entertaining?
A. Those that teach how to fly an airplane.
B. Those that teach the features of the earth.
C. Those that help people use computer language.
D. Those that teach computer technology.
42. According to the investigators, .
A. the new and more sophisticated games allow the players to take parting real violent acts
B. the new and more sophisticated games teach the players how to kill other people
G. most computer and online games male the players forget the real life results
D. most computer and online games may cultivate young people with bad manners
43. It can be inferred from the passage that .
A. more and more young people enjoy cruel computer games
B. it is hard to find evidence of a link between violence and computer games
C. there are now more incidents of violence because of computer games
D. simulated violence in computer games is different from real violence
44. The author uses “television advertising” as an example to show that .
A. the commercial world dare contributing to the increased violence in real life
B. computer and online games are not the only cause of increased violence in real life
C. there is little link between computer games and increased violence in real life
D. other factors must be considered as possible causes of violence in real life
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