大学英语六级分类模拟题376及答案解析.doc
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1、大学英语六级分类模拟题 376及答案解析(总分:100.00,做题时间:90 分钟)一、Reading Comprehensio(总题数:0,分数:0.00)As fans enjoy football“s (soccer“s) month-long World Cup, Brazilian authorities are pleased over the boost they say the tournament is giving the country“s economy. However, independent analysts who study such events are l
2、ess enthusiastic. The 2014 World Cup has injected an estimated $15 billion into the Brazilian economy and created many jobs. Regarding the human legacy, the numbers are extraordinary: the creation of one million jobs in the country due to this great event, one million jobs or 15 percent of all the j
3、obs created this year in Brazil. The government has invested $11 billion in stadiums and infrastructure and another $2 billion in security. It is expected to spend billions more preparing for the 2016 Olympic games in Rio. But an analyst who studies such great events, Architecture and Urbanism Profe
4、ssor at Rio de Janeiro“s Fluminense Federal University, Chris Gaffney, believes these figures are exaggerated. “I don“t think that they“ve invested enough money to create those kinds of permanent jobs. In the scale of the Brazilian economy, we“re not looking at that much money being invested. It“s 3
5、0 billion dollars invested in a $1 trillion economy.“ Another expert, Lisa Delpy Neirotti of George Washington University“s business school in the United States, says the real economic benefits of such events are less tangible and more long-term. “There“s a lot of transfer of knowledge,“ she said. “
6、People are learning more about hospitality. There“s also the broadcast center where they“re being trained in how to use technology. And so I think it“s in the media sector, a lot in the hospitality industry and also in licensing and merchandizing, retail.“ She said. “Yes, there“s been a lot of money
7、 spent here but we have to realize that the infrastructure that they“ve built up around the World Cup is something that will last and it stays in the country.“ Other analysts say the Cup may help the Brazilian economy but it also boosts inflation and public debt. Less than half of the Brazilians in
8、a recent poll believed that hosting the Cup was a good idea. And there have been many demonstrations against the Cup, though they have declined since the tournament began. Nevertheless, many Brazilians are proud to host the World Cup and the 600,000 foreign visitors it brings. The hope is that they
9、will spread the good word about Brazil when they return home.(分数:20.00)(1).According to the passage why is Brazilian government so pleased with the World Cup?(分数:4.00)A.It will spread the good word about Brazil.B.It will enhance Brazil“s international status.C.It has boosted its economy.D.It has cre
10、ated many jobs.(2).Which of the following can not be inferred from “independent analysts who study such events are less enthusiastic“ (Para.1) ?(分数:4.00)A.They don“t trust the authorities“ words.B.The tournament is not a good thing for Brazil.C.The tournament does not bring such a boost as the autho
11、rities thought.D.The tournament also has some negative influence.(3).Why Chris Gaffney believes these figures are exaggerated?(分数:4.00)A.The tournament cannot produce so many jobs in such short time.B.Because the economic benefits of such events are less tangible and more long-term.C.Because it is h
12、ard to estimate the actual money spent on it.D.Given the scale of Brazilian economy, they cannot invest enough money to create so many permanent jobs.(4).The examples of hospitality and infrastructure proves that _.(分数:4.00)A.the benefits of such events are long-term and intangible.B.the event has c
13、reated a lot of permanent jobs.C.people become more friendly and the country become more beautiful.D.authorities“ estimation are exaggerated.(5).The author“s attitude towards the event can be best described as _.(分数:4.00)A.enthusiastic supportB.reserved consent.C.neutral.D.disapproval.Old stereotype
14、s die hard. Picture a video-game player and you will likely imagine a teenage boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Today a gamer is as likely to be a middle-aged commuter playing “Angry Birds“ on her smartphone. In America, t
15、he biggest market, the average game-player is 37 years old. Two-fifths are female. Even teenagers with imaginary rayguns are more likely to be playing “Halo“ with their friends than playing alone Over the past ten years the video-game industry has grown from a small niche business to a huge, mainstr
16、eam one. With global sales of $56 billion in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year. Is this success due to luck or skill? The answer matters, because the rest of the entertainment industry has tended to treat gami
17、ng as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital: it never faced the struggle to convert from analogue. In fact, there is plenty for old media to learn. Video games have certainly been swept along by two
18、 forces: demography and technology. The first gaming generationthe children of the 1970s and early 1980sis now over 30. Many still love gaming, and can afford to spend far more on it now. As gaming establishes itself as a pastime for adults, the social stigma and the worries about moral corruption t
19、hat have historically greeted all new media, from novels to pop music, have dissipated. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema. The industry has excelled in two particular areas: pricing and p
20、iracy. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop “freemium“ models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few. In China, where piracy is rampant, many games can be play
21、ed online for nothing. Finns instead make money by selling in-game perks and “virtual goods“ to dedicated players. China is now the second-biggest gaming market, but does not even rank in the top 20 markets for the music business. As gaming comes to be seen as just another medium, its tech-savvy app
22、roach could provide a welcome shot in the arm for existing media groups. Time Warner and Disney have bought games firms; big-budget games, meanwhile, now have Hollywood-style launches.(分数:20.00)(1).We can learn from the passage that the most of today“s game-players are _.(分数:4.00)A.teenagers playing
23、 by himselfB.very keen about “Angry Bird“C.femaleD.middle-aged people(2).How does technology promote the development of video games?(分数:4.00)A.It allowed game designers to offer awesome experiences.B.It helps to produce more complex games.C.It makes characters in games more powerful.D.Making scenes
24、in the games look like the real life.(3).How do “freemium“ models work?(分数:4.00)A.It relies on a large audience to make profits.B.People can play games online without payment.C.It relies on non-paying customers to build an audience and gain profits from a fanatical few.D.It charges very little money
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