大学六级-1575及答案解析.doc
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1、大学六级-1575 及答案解析(总分:711.00,做题时间:90 分钟)一、Part Writing(总题数:1,分数:104.00)1.许多人认为电子邮件将会取代传统书信2. 也有人对此持不同意见3. 我的观点Will E-mail Replace Hand-Written Letter?(分数:104.00)_二、Part Reading Compr(总题数:1,分数:70.00)The Computer Made Me Do ItHumanity is migrating to cyberspace. In the past five years, Americans have dou
2、bled the hours they spend online, exceeding their television time and more than tripling the time they spend reading newspapers or magazines. Most now play computer or video games regularly, about 13 hours a week on average. By age 21, the average young American has spent at least three times as man
3、y hours playing virtual games as reading. It took humankind eight years to spend 100 million hours building Wikipedia. We now spend at least 200 million hours a week playing Worm of Warcraft.Elias Aboujaoude, a Silicon Valley psychiatrist, finds this alarming. In Virtually You, he argues that the In
4、ternet is unleashing our worst instincts. It connects you to whatever you want: gambling, overspending, sex with strangers. It speeds transactions, facilitating impulse purchases and luring you away from the difficulties of real life. It lets you custom-make your fantasies and select a date from mil
5、lions of profiles, weakening your patience for imperfect partners. It lets you pick agreeable news sources and avoid contrary views and information. It conceals your identity, freeing you to be sharp- tongued or dishonest. It shields you from detection and disapproval, inspiring you to download test
6、 answers and term papers. It hides the pain of others, liberating your cruelty in games and forums. It rewards self-promotion on blogs and Facebook. It teaches you how to induce bulimic (暴食的) vomiting or kill yourself.In short, everything you thought was good about the Internet-information, access,
7、personalization-is bad. Aboujaoude isnt shy in his accusation. He links the Internet to consumer debt, the housing crash, eating disorders, sexually transmitted infections, racism, terrorism, child sexual abuse, suicide and murder. Everything online worries him. ads, hyperlinks, even emoticons (表情符号
8、 ). The Internet makes us too quarrelsome. It makes us too like-minded. It makes us work too little. It makes us work too much.In part, this grim view stems from Aboujaoudes work. He sees patients with online compulsions. He believes in the Freudian id-a shadowy swirl of babyish impulses-and perceiv
9、es its modern incarnation(化身) in what he calls the “e-personality,“ a parallel identity that hijacks your mind online.To Aboujaoude, the Internet is a mechanical alien, “a new type of machine, that can efficiently prey on our basic instincts.“ It converts children into bullies “almost automatically.
10、“ It turned Philip Markoff, the accused “Craigslist killer,“ who committed suicide in jail, into a serial attacker. Lori Drew, the woman whose online role of a teenage boy supposedly drove a girl to suicide, seemed normal until “the Internet made her fleeting dark wish . take on a life of its own.“
11、Again and again, computers get the blame.Jane McGonigal, the author of Reality Is Broken, sees the Internet differently. Shes a game designer. To her, the virtual world isnt a foreign gadget. Its our own evolving creation. She agrees that bad online games can addict people, make them aggressive, dis
12、tract them from reality and leave them empty. But this is our fault, not the Internets. When virtual life brings out the worst in us, redesign it.In the rise of multiplayer games, McGonigal sees a happier picture of human nature-a thirst for community, a craving for hard work and a love of rules. Th
13、is, she argues, is the essence of games. rules, a challenge and a shared objective. The trick is to design games that reward good behavior. The Internets unprecedented power, its ability to envelop and interact with us, is a blessing, not a threat. We can build worlds in which nice guys finish first
14、.The point isnt just to enhance virtual reality. Its to fix the real world, too. McGonigal offers several examples, some of which she helped create. Chore Wars, an alternate-reality game, builds positive attitudes toward housework by rewarding virtual housework. Cruel 2 B Kind invites players to “ki
15、ll“ competitors with smiles or compliments. The Extraordinaries hands out missions like one in which the player must GPS-tag a defibrillator (电震发生器) so its location can be registered for later use. Groundcrew assigns players to help people with transportation, shopping or housekeeping.The premise is
16、 that since games motivate us more effectively than real life, making them altruistic (利他的,无私的)and bringing them into the physical world will promote altruistic behavior. But is this motivating power transferable? What draws us to virtual worlds, McGonigal notes, is their “carefully designed pleasur
17、es“ and “thrilling challenges“ custom-made to our strengths. Theyre never boring. They let us choose our missions and control our work flow. They make us feel powerful. They offer “a guarantee of productivity“ in every quest. And when we fail, they make our failure entertaining.Reality doesnt work t
18、his way. Floors need scrubbing. Garbage needs hauling. Invalids need their bedpans washed. This work isnt designed for your pleasure or stimulation. It just needs to be done.McGonigal points to studies suggesting that games that reward socially constructive behavior promote such behavior in real lif
19、e. But the only outputs measured by these studies are self-reported values, self-reported behavior in the real world, and objectively measured behavior in games. Wheres the reliable evidence that this data translates to peoples doing more real work? Projects like Groundcrew, McGonigal concedes, have
20、 produced “modest if any results so far.“ Hundreds Of thousands of people play Free Rice, a game designed to feed the hungry, but the rice comes from advertisers, not players. Thousands sign up every day for Foldinghome, a game to cure diseases, but all these players contribute is processing power o
21、n game consoles.If reality is inherently less attractive than games, then the virtual world wont save the physical world. It will empty it. Millions of gamers, in McGonigals words, are “opting out“ of the disappointment of real life. And they arent coming back. Halo 3, for example, has become a comp
22、lete virtual world, with its own history documented in an online museum and Ken Burns-style videos. McGonigal calls this war game a model for inspiring mass cooperation. Two years ago, its 15 million players reached a long-sought objective: They killed their 10 billionth alien. “Fresh off one collec
23、tive achievement, Halo players were ready to tackle an even more monumental goal,“ McGonigal writes. And what goal did they choose? Feeding the hungry? Clothing the poor? No. The new goal was to kill 100 billion aliens.Game designers cant be counted on to arrest this trend. McGonigal says the game i
24、ndustry wants to help users avoid addiction so that theyll remain functional and keep buying its products. But weve heard that argument before from the tobacco industry. Addiction, as a business model, is too addictive to give up. She says Foursquare, a game that rewards you for going out with frien
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- 大学 1575 答案 解析 DOC
