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英語四級(jí)長(zhǎng)篇閱讀模擬題第三套

時(shí)間:2021-06-19 14:00:21 英語四級(jí) 我要投稿

2015英語四級(jí)長(zhǎng)篇閱讀模擬題(第三套)

  Section B

2015英語四級(jí)長(zhǎng)篇閱讀模擬題(第三套)

  Directions: In this section, you are going to read a passage with ten statements attached to it. Each statement contains information given in one of the paragraphs. Identify the paragraph from which the information is derived.

  You may choose a paragraph more than once. Each paragraph is marked with a letter. Answer the questions by marking the corresponding letter on Answer Sheet 2.

  Addicted, Really?

  A. Mental-health specialists disagree over whether to classify compulsive online behaviour as addiction---and how to treat it. Craig Smallwood, a disabled American war veteran, spent more than 20,000 hours over five years playing an online role-playing game called "Lineage II". When NCsoft, the South Korean firm behind the game, accused him of breaking the game's rules and banned him, he was plunged into depression, severe paranoia (偏執(zhí)) and hallucinations (幻想). He spent three weeks in hospital. After that, he sued NCsoft for fraud and negligence (過失 ), demanding over $ 9m in damages and claiming that the company acted negligently by failing to warn him of the danger that he would become "addicted" to the game.

  B. But does it make sense to talk of addiction to online activity? Mental-health specialists say three online behaviors can become problematic for many people: video games, pornography ( 色情作品 ) and messaging via e-mail and social networks. But there is far less agreement about whether any of this should be called "Internet addiction"--or how to treat it.

  C. Some mental-health specialists wanted "Internet addiction" to be included in the fifth version of psychiatry's bible, the"Diagnostic and Statistical Manual of Mental Disorders", known as DSM-V, which is currently being overhauled (全面修訂). The American Medical Association endorsed (贊成) the idea in 2007, only to backtrack( 放棄) days later. The American Journal of Psychiatry called Internet addiction a "common disorder" and supported its recognition. Last year the DSM-V drafting group made its decision: lnteruet addiction would not be included as a "behavioral addiction"--only gambling made the cut--but it said further study was necessary.

  D. Skeptics say there is nothing uniquely addictive about the Internet. Back in 2000, Joseph Walther, a communications professor at Michigan State University, co-wrote an article in which he suggested, tongue in cheek, that the criteria used to call someone an Internet addict might also show that most professors were "addicted" to academia (學(xué)術(shù)活動(dòng)). He argued that other factors, such as depression, are the real problem.

  He stands by that view today. "No scientific evidence has emerged to suggest that lnternet use is a cause rather than a consequence of some other sort of issue," he says. "Focusing on and treating people for Internet addiction, rather than looking for underlying clinical issues, is definitely unwise."

  E. Others disagree. "That would be wrong," says Kimberly Young, a researcher and therapist who has worked on Interact addiction since 1994. She insists that the Internet, with its powerfully immersive environments, creates new problems that people must learn to navigate(應(yīng)對(duì)). Otherwise, the changing lifestyle will affect the development of the society.

  F.No one disputes that online habits can turn toxic. Take South Korea, where widespread broadband means that the average high-school student plays video games for 23 hours each week. In 2007 the government estimated that around 210,000 children needed treatment for Internet addiction. In 2010 newspapers around the globe carried the story of a South Korean couple who fed their infant daughter so little that she starved to death. Instead of caring for the child, the couple spent most nights at an Internet cafe, sinking hours into a role- playing game in which they raised, fed and cared for a virtual daughter. And several South Korean men have died from exhaustion after marathon, multi-day gaming sessions.

  G. The South Korean government has since asked game developers to adopt a gaming curfew (宵禁) for children, to prevent them playing between midnight and 8 a.m. At the same time, it has also opened more than 100 clinics for Internet addiction and sponsored an "Internet rescue camp" for serious cases.

  H. But compulsive behaviour is not limited to garners. E-mail or web-use behaviours can also show signs of addiction. Getting through a business lunch in which no one pulls out a phone to check their messages now counts as a minor miracle in many quarters. A deluge (泛濫) of self-help books, most recently "Alone Together" by Sherry Turlde, a social scientist at the Massachusetts Institute of Technology, offer advice on how to unplug (去除障礙).

  I.Pornography is hardly new, either, but the Internet makes accessing it much easier than ever before. When something can be summoned in an instant via broadband, whether it is a game world, an e-mail inbox or pornographic material, it is harder to resist. New services lead to new complaints. When online auction sites first became popular, talk of "eBay addiction" soon followed. Dr. Young says women complain to her now about addiction to Facebook--or even to "FarmVille", a game playable only within Facebook.

  J.Treatment centres have popped up around the world with the popularity of online games. In 2006 Amsterdam's Smith & Jones facility billed itself as "the first and, currently, the only residential video-game treatment program in the world". In America the reSTART Internet Addiction Recovery Program claims to treat Internet addiction, gaming addiction, and even "texting addiction". In China, meanwhile, military-style "boot camps" are the preferred way to treat Internet problems.

  K. Yet many people like feeling permanently connected. As Arikia Millikan, an American blogger, once put it, "If I could be jacked in at every waking hour of the day, I would, and I think a lot of my peers would do the, same." Bob LaRose, an Internet specialist at Michigan State University, doesn't believe her. In his research on college students, he found that most sense when they are "going overboard and restore self-control". Less than1% have a pathological(病態(tài)的) problem, he adds. For most people, Internet use "is just a habit--and one that brings us pleasure."

  46. According to Joseph Walther, it is unwise to emphasize the treatment of Internet addiction instead of seeking for potential clinical issues.

  47. As online games become popular, treatment centres have sprung up all over the world.

  48. After playing online games continuously for days, several South Korean men were exhausted to death.

  49. Smallwood sued NCsoft and claimed a huge compensation for fraud and its negligence of warning him of the danger of game addiction.

  50. In South Korea, a gaming curfew for children was adopted to prevent children playing after midnight.

  5l. Internet addiction still needs to be further studied though the DSM-V did not categorize it as a "behavioral addiction".

  52. An lnternet specialist found that most college students could realize when they are going too far and restore self-control.

  53. According to mental-health specialists, for many people, video games, pornography and messaging via e-mail and social networks can become problematic online behaviors.

  54. People regard it as a small miracle if nobody takes out a phone to read the messages at a business lunch.

  55. Kimberly Young insists that people must learn to deal with new problems brought about by the Interact.

  【參考譯文】

  真的是“上癮”嗎

  A.強(qiáng)迫性的上網(wǎng)行為是否屬于成癮行為,又該如何治療,心理健康專家對(duì)此意見不一。Craig Smallwood是美國的一位傷殘退伍軍人。五年間,他花了兩萬多小時(shí)玩一個(gè)名為“天堂Ⅱ”的在線角色扮演類游戲。當(dāng)該游戲的開發(fā)商,韓國NCsoft公司指責(zé)Craig違反游戲規(guī)則,并將他的游戲賬號(hào)封停時(shí),他突然陷入抑郁及嚴(yán)重的偏執(zhí)和幻想之中。[49]他到醫(yī)院接受了三周的治療。在這之后,smanwood以欺詐和過失為由控告Ncsoft公司,聲稱該公司沒有告誡他該游戲的“網(wǎng)癮”危害,要求獲得900多萬美元的賠償金。

  B.但是上網(wǎng)是否屬于一種成癮的行為呢?[53]心理健康專家認(rèn)為有三種網(wǎng)絡(luò)行為對(duì)很多人來說可能是問題性的(即容易停不下來):玩電子游戲、瀏覽色情作品以及通過電子郵件和社交網(wǎng)絡(luò)收發(fā)信息。然而,關(guān)于這些網(wǎng)絡(luò)行為是否能被稱為“網(wǎng)癮”,又該如何治療,專家們遠(yuǎn)未達(dá)成一致。

  C.一些心理健康專家希望將“網(wǎng)癮”列入新近正在全面修訂的第五版精神病學(xué)的圣經(jīng)——《精神疾病診斷與統(tǒng)計(jì)手冊(cè)》(即第五版DSM)中。2007年,美國醫(yī)學(xué)會(huì)曾一度贊成這一想法,但數(shù)天之后卻改變了態(tài)度!睹绹癫W(xué)雜志》將網(wǎng)癮稱作一種“常見疾病”,并主張予以認(rèn)定。[51]去年,第五版《精神疾病診斷與統(tǒng)計(jì)手冊(cè)》編撰小塑決定,網(wǎng)癮將不會(huì)被劃入“行為成癮”范疇——只有賭博行為被劃入此列—二但是有必要對(duì)網(wǎng)癮進(jìn)一步展開研究。

  D.持懷疑態(tài)度的人認(rèn)為,互聯(lián)網(wǎng)并沒有讓人上癮的特性。早在2000年,美國密歇根州立大學(xué)傳播學(xué)教授Joseph Walther就曾在與他人合作的一篇文章中頗具諷刺性地寫道,用來評(píng)價(jià)某人是“網(wǎng)絡(luò)狂”的那個(gè)標(biāo)準(zhǔn)或許也顯示了大多數(shù)的教授都是“學(xué)術(shù)狂”。Walther教授認(rèn)為,諸如抑郁等其他因素才是真正的問題所在。他至今仍堅(jiān)持這種觀點(diǎn)。他說:“尚無科學(xué)依據(jù)證實(shí)網(wǎng)癮是由于使用互聯(lián)網(wǎng),而不是由其他因素造成的。[46]如果只是關(guān)注和治療上網(wǎng)成癮,而不去尋找潛藏的臨床問題,這絕對(duì)是不明智的。”

  E.也有人反對(duì)這種說法。自1994年便開始研究網(wǎng)癮的研究員、心理治療師KimbertyYoung表示:“那種說法可能有誤。”[55]Young強(qiáng)調(diào),互聯(lián)網(wǎng)環(huán)境具有強(qiáng)大的吸引力,人們必須學(xué)會(huì)應(yīng)對(duì)由其引發(fā)的新問題。否則,不斷變化的生活方式將會(huì)影響社會(huì)的發(fā)展。

  F.沒有人質(zhì)疑習(xí)慣性上網(wǎng)會(huì)對(duì)人有害(這個(gè)事實(shí))。以韓國為例,寬帶的普及導(dǎo)致韓國的高中生平均每周玩23個(gè)小時(shí)的電子游戲。2007年,韓國政府估計(jì)有近21萬的兒童需要接受網(wǎng)癮治療。2010年全球的報(bào)紙都報(bào)道了一則新聞,即一對(duì)韓國夫妻因喂養(yǎng)不足導(dǎo)致女嬰被餓死。這對(duì)夫妻不照顧現(xiàn)實(shí)中的親生女兒,卻大多數(shù)夜晚都泡在網(wǎng)吧里,沉浸在一個(gè)在線喂養(yǎng)和照顧虛擬女兒的角色扮演游戲中。[48]另外,還有幾名韓國男性多日持續(xù)沉浸于網(wǎng)絡(luò)游戲,因疲勞過度而死亡。

  G.[50]此后,韓國政府要求游戲開發(fā)商對(duì)兒童采取網(wǎng)游宵禁,禁止他們?cè)谖缫沟皆绯?點(diǎn)之間玩游戲。同時(shí),政府還開設(shè)了100家網(wǎng)癮治療診所,并資助了針對(duì)嚴(yán)重病例開辦的“網(wǎng)癮拯救營(yíng)”。

  H.但強(qiáng)迫性上網(wǎng)行為并不僅僅局限于網(wǎng)游玩家。使用電子郵件和瀏覽網(wǎng)頁也可能表現(xiàn)出上癮的跡象。[54]如果在一次商業(yè)午餐中,沒有人拿出手機(jī)查看信息,那么在許多人看來這都算是個(gè)小小的奇跡,F(xiàn)在有許多“自救”書籍,例如美國麻省理工學(xué)院的社會(huì)學(xué)家Sherry Turkle最近就出版了一本新書《一起孤獨(dú)》,書中為如何擺脫網(wǎng)癮提供了建議。

  I.色情作品由來已久,但是網(wǎng)絡(luò)讓人們比以往更容易接觸到色情資源。無論是游戲還是電子郵件,或是色情資源,只要是能夠通過寬帶網(wǎng)絡(luò)立刻獲得的東西,人們就很難抵擋其誘惑。新型服務(wù)會(huì)滋生新的問題。自網(wǎng)上拍賣網(wǎng)站開始流行后,不久“eBay上癮”的說法就隨之而來。Young醫(yī)生表示,現(xiàn)在有很多女性向她訴苦,因?yàn)镕acebook或只能在Facebook上玩的“開心農(nóng)場(chǎng)”游戲讓她們非常上癮。

  J.[47]墮著網(wǎng)絡(luò)游戲的流行,治療中心在全球如雨后春筍般出現(xiàn)。2006年,位于阿姆斯特丹的史密斯與瓊斯治療中心成立,并自稱為“目前世界上第一家、也是唯一一家寄宿式電子游戲癮治療中心”。美國reSTART網(wǎng)癮康復(fù)項(xiàng)目聲稱能治療網(wǎng)癮、游戲癮,甚至還有“短信癮”。在中國,軍事化管理的“訓(xùn)練營(yíng)”成為了治療網(wǎng)癮的主要方式。

  K.然而許多人喜歡保持在線的感覺。美國的一位博主ArikiaMillikan曾經(jīng)說過:“如果可以的話,我愿意在我醒著的每時(shí)每刻都在線,我相信我的很多同齡人也會(huì)這么做。”然而,美國密歇根州立大學(xué)的互聯(lián)網(wǎng)專家BobLaRose對(duì)此表示懷疑。[52]在他對(duì)大學(xué)生展開的一項(xiàng)研究中,LaRose發(fā)現(xiàn)他們中的大多數(shù)人一旦感覺自己玩得太過火,就會(huì)恢復(fù)自控。LaRose還表示,只有不到1%的人會(huì)出現(xiàn)病態(tài)問題。對(duì)于大部分人來說,使用網(wǎng)絡(luò)“只是一種習(xí)慣——并且是一種能夠帶來快樂的習(xí)慣”。

  【答案解析】

  46.D

  解析:題干意為,根據(jù)JosephWalther所說,只關(guān)注對(duì)上網(wǎng)成癮的治療,而不尋找其潛在的臨床問題,這是不明智的。注意抓住題干中的關(guān)鍵信息Joseph Walther、unwise、instead of和potential clinicalissues,文中論及JosephWalther教授觀點(diǎn)的內(nèi)容出現(xiàn)在D段,該段倒數(shù)第二句提到,Walther教授認(rèn)為尚無科學(xué)依據(jù)證實(shí)網(wǎng)癮是由于使用互聯(lián)網(wǎng),而不是由其他因素造成的。該段最后一句則提到,Walther教授認(rèn)為,如果只是關(guān)注和治療上網(wǎng)成癮,而不去尋找潛藏的臨床問題,這絕對(duì)是不明智的。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為D。

  47.J

  解析:題干意為,隨著網(wǎng)絡(luò)游戲變得流行,治療中心在全球各地不斷涌現(xiàn)。注意抓住題干中的關(guān)鍵信息online games、popular和treatment centres。文中論及全球涌現(xiàn)治療中心的內(nèi)容出現(xiàn)在J段,該段首句提到,隨著網(wǎng)絡(luò)游戲的流行,治療中心在全球如雨后春筍般出現(xiàn)。其中,題干中的spring up對(duì)應(yīng)原文中的popup,由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為J。

  48.F

  解析:題干意為,在數(shù)日不間斷地玩網(wǎng)絡(luò)游戲之后,幾名韓國男性因精疲力竭而死。注意抓住題干中的關(guān)鍵信息several South Korean men和exhausted。文中論及韓國人受到網(wǎng)癮危害的內(nèi)容出現(xiàn)在F段,該段第一句提到人們一致認(rèn)為上網(wǎng)成癮對(duì)人有害。該段最后一句則提到了幾名韓國男性多日持續(xù)沉浸于網(wǎng)絡(luò)游戲,因疲勞過度而死亡的例子。由此可知,題于是對(duì)原文的同義轉(zhuǎn)述,故答案為F。

  49.A

  解析:題干意為,Smallwood以欺詐和疏于告知其可能游戲成癮的罪名控告NCsoft公司,并索取巨額的賠償。注意抓住題干中的'關(guān)鍵信息Smallwood、NCsoft和fraudanditsnegligence。文中論及Smallwood的內(nèi)容出現(xiàn)在A段,該段提到,Craig SmMlwood因違反游戲規(guī)則,被游戲開發(fā)商韓國NCsoft公司封停了游戲賬號(hào),為此他極度抑郁,并陷入嚴(yán)重的偏執(zhí)和幻想中。該段最后一句提到,Smallwoo以欺詐和過失為由控告NCsoft公司,聲稱該公司沒有告誡他該游戲的“網(wǎng)癮”危害,要求獲得900多萬美元的賠償金。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為A。

  50.G

  解析:題干意為,在韓國實(shí)行了網(wǎng)游宵禁,以阻止兒童在午夜之后繼續(xù)玩網(wǎng)絡(luò)游戲。注意抓住題干中的關(guān)鍵信息SouthKorea和gaming curfew。文中論及韓國實(shí)行網(wǎng)游宵禁的內(nèi)容出現(xiàn)在G段,該段第一句提到,韓國政府要求游戲開發(fā)商對(duì)兒童采取網(wǎng)游宵禁,禁止他們?cè)谖缫沟皆绯?點(diǎn)之間玩游戲。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為G。

  51.C

  解析:題干意為,盡管第五版的《精神疾病診斷與統(tǒng)計(jì)手冊(cè)》沒有將網(wǎng)癮歸為“行為成癮”,但是這種現(xiàn)象仍然需要進(jìn)一步研究。注意抓住題干中的關(guān)鍵信息lntemet addiction、further studied和behavioraladdiction。文中論及第五版的《精神疾病診斷與統(tǒng)計(jì)手冊(cè)》如何界定網(wǎng)癮的內(nèi)容出現(xiàn)在c段。該段最后一句提到,去年,第五版《精神疾病診斷與統(tǒng)計(jì)手冊(cè)》編撰小組決定,網(wǎng)癮將不會(huì)被劃入“行為成癮”范疇——只有賭博行為被劃入此列——但是有必要對(duì)網(wǎng)癮進(jìn)一步展開研究。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為C。

  52.K

  解析:題干意為,一位互聯(lián)網(wǎng)專家發(fā)現(xiàn)大多數(shù)學(xué)生在意識(shí)到自己玩得太過火后,就會(huì)恢復(fù)自控。注意抓住題干中的關(guān)鍵信息college students和restore self-control。文中論及大學(xué)生可以自控上網(wǎng)行為的內(nèi)容出現(xiàn)在K段,該段第四句提到,在對(duì)大學(xué)生展開的一項(xiàng)研究中,BobLaRose發(fā)現(xiàn)他們中的大多數(shù)人一旦感覺自己玩得太過火,就會(huì)恢復(fù)自控。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為K。

  53.B

  解析:題干意為,根據(jù)心理健康專家所說,對(duì)于很多人來說,玩電子游戲、瀏覽色情作品以及通過電子郵件和社會(huì)網(wǎng)絡(luò)收發(fā)信息這三種網(wǎng)絡(luò)行為可能會(huì)成為問題。注意抓住題干中的關(guān)鍵信息mental-healthspecialists、video games、pornography and messagin9和problematic。文中論及這一事實(shí)的內(nèi)容出現(xiàn)在B段,該段第二句提到,心理健康專家認(rèn)為有三種網(wǎng)絡(luò)行為對(duì)很多人來說可能是問題性的(即容易停不下來):玩電子游戲、瀏覽色情作品以及通過電子郵件和社交網(wǎng)絡(luò)收發(fā)信息。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為B。

  54.H

  解析:題干意為,在許多人看來,如果在一次商業(yè)午餐中,沒有人拿出手機(jī)查看信息,那這簡(jiǎn)直是一個(gè)小的奇跡。注意抓住題干中的關(guān)鍵信息miracle、a phone和a business lunch。文中論及商業(yè)午餐的內(nèi)容出現(xiàn)在H段。該段第三句提到,如果在一次商業(yè)午餐中,沒有人拿出手機(jī)查看信息,那么在許多人看來這都算是個(gè)小小的奇跡。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為H。

  55.E

  解析:題干意為,KimbedyYoung強(qiáng)調(diào)人們必須學(xué)會(huì)應(yīng)對(duì)互聯(lián)網(wǎng)引發(fā)的新問題。注意抓住題干中的關(guān)鍵信息Kimberly Young insists、new problems和the Intemet。文中論及Kimberly Young相關(guān)觀點(diǎn)的內(nèi)容出現(xiàn)在E段,該段第三句提到,Youn9強(qiáng)調(diào),互聯(lián)網(wǎng)環(huán)境具有強(qiáng)大的吸引力,人們必須學(xué)會(huì)應(yīng)對(duì)由其引發(fā)的新問題。由此可知,題干是對(duì)原文的同義轉(zhuǎn)述,故答案為E。

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