单选题Many critics believe that video games are harmful to children that contain violent imagery.Aare harmful to children that contain violent imageryBcontaining violent imagery are harmful to childrenCthat contain violent imagery that harms childrenDcontaining violent imagery that are harmful to childrenEharmful to children containing violent imagery

单选题
Many critics believe that video games are harmful to children that contain violent imagery.
A

are harmful to children that contain violent imagery

B

containing violent imagery are harmful to children

C

that contain violent imagery that harms children

D

containing violent imagery that are harmful to children

E

harmful to children containing violent imagery


参考解析

解析:
原句意思是孩子他们自己拥有暴力的画面而不是指那些电子游戏,B纠正了这个错误。

相关考题:

No sooner had we reached home_a violent storm broke out.A. when B. thatC.until D.than

Children in the United States are exposed to many influences other than that of their families. Television is the most significant of these influences, because the habit of watching television usually begins before children start attending school.Parents are concerned about the lack of quality in television programs for children. The degree of violence in many of these shows also worries them. Studies indicate that, when children are exposed to violence, they may become aggressive or insecure.Parents are also concerned about the commercials (商业广告) that their children see on television. Many parents would like to see fewer commercials during programs for children. And some parents feel that these shows should not have any commercials at all because young minds are not mature enough to deal with the claims made by advertisers.Educational television has no commercials and has programs for children that many parents approve of. The most famous of these is Sesame Street, which tries to give preschool children a head start in learning the alphabet (字母) and numbers. It also tries to teach children useful things about the world in which they live.Even though most parents and educators give Sesame Street and shows like it high marks for quality, some critics argue that all television, whether educational or not, is harmful to children. These critics feel that the habit of watching hours of television every day turns children into bored and passive (被动的) consumers of their world rather than encouraging them to become active explorers of it1). Which of the following statements is not based on the passage?A. Parents are worried about the influence from television on their children.B. Television has much influence on children.C. Both parents and their children like watching educational television.D. Some critics think that television is no good for children.2). In what ways do children suffer from television?A. They become the victims of social violence.B. They spend hours watching television instead of doing school work.C. The programs make the children lose interest in the world.D. The programs make the children spend too much of their parents’ money.3). Parents would not like their children to see commercials because ______A. they think that their children are not old enough to handle advertisingB. commercials teach children alphabet and numbersC. commercials help to sell productsD. they don’t like commercials4). Educational television is widely appreciated because _____A. it does have the same commercials as othersB. it offers programs for both children and their parentsC. many parents like the programs it offers for their childrenD. children can learn some school subjects before they go to school5). Which of the following can best serve as the title of the passage?A. Watching Too Much Television Is Harmful to Young Minds.B. Television Is More Harmful than Educational.C. Television’s Influence on Children.D. More Education Television.

No sooner had we reached home______a violent storm broke out.A.whenB.thatC.untilD.than

A strong,often violent,northerly wind occurring on the Pacific coast of Mexico,particularly during the colder months,is called ______.A.TehuantepecerB.PapagayoC.NortherD.Pampero

请阅读Passage 2,完成题:A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.What is the topic of this article?查看材料A.How does playing computer games affect the level of violence in children.B.There is no difference between Platform games and 'Beat-Them-Ups'.C.How to control anger while playing computer games.D.How to make children spend less time on computer games.

请阅读Passage 2,完成题:A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.According to the second paragraph, how does violence relate to playing computer games?查看材料A.When losing computer games children tend to experience frustration and anger.B.Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior.C.People who have good hand-eye-coordination tend to be more violent than others.D.The violent content in the games gets children addicted to the games.

请阅读Passage 2,完成题:A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.Which of the following games is supposed to contain violent content?查看材料A.Sonic.B.Super Mario.C.Platformer.D.Beat-Them-Up.

请阅读Passage 2,完成题:A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.What does "unscathed" (Para. 1) probably mean?查看材料A.unsettledB.unbeatenC.unharmedD.unhappy

请阅读Passage 2,完成题:A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.According to the author, why do video games lead to violence more than TV or movies?查看材料A.Because children cannot tell fiction from reality.B.Because children like to act out the scenes in the games on the playground.C.Because computer games involve children more than TV or films.D.Because computer games can produce more anti-social behavior.

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The gangster disappears into the crowd.A:politicians B:musicians C:industrialists D:violent criminals

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非自然死亡(unnatural death)/暴力死亡(violent death)

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名词解释题非自然死亡(unnatural death)/暴力死亡(violent death)

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