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下文進行邏輯推理,從而選出正確答案。7.閱讀理解 ESports, short for electronic sports, is one of the growing industries in the world, with prizes totaling around $25 million up for grabs in some tournaments. ESports are professional multiplayer video game petitions. Any video game with a strong petitive element is considered eSports. The petition models itself after traditional professional sports in several ways: it uses corresponding tournament formats, involves player contracts, and is governed by regulations. The athletes who pete in eSports petitions are gamers. The history of eSports dates back to 1972 when some Stanford University students peted in the Intergalactic Space War Olympics for the opportunity to win a oneyear subscription to the Rolling Stone Magazine. ESports pretty much continued on the rather quiet path until the 80s when petitions like the Space Invaders Championship shot them to the spotlight. 2002 marked the beginning of a new era for the sport and laid the foundation for what eSports would bee thanks to the release of the Xbox live, which brought online play to consoles. Halo Ⅱ became the first game to be shown on national television for Major League Gaming in 2004, paving the way for eSports to bee a global phenomenon. Today, eSports are growing at a rapid pace thanks to advance in technology and the arrival of streaming services like Twitch which have exposed video game petitions to a new audience due to their extensive reach. To understand how much impact Twitch has made, data from gaming analyst group Newzoo show that eSports global audience increased 43 percent from 204 million to 292 million between 2014 and 2016. Interestingly, this coincides (一致) with Amazon39。s acquisition of Twitch in 2014 and its effort to make the petition a spectator sport.(1)What do we know about eSports? A.They are strongly petitive.B.They spread worldwide overnight.C.They totally differ from traditional ones.D.The athletes in the sports are programmers.(2)What is the main idea of Paragraph 2? A.The origin of eSports.B.The variety of eSports.C.The advantages of eSports.D.The development of eSports.(3)How does the author feel about eSport39。s future? A.Doubtful.B.Uncertain.C.Hopeful.D.Worried.(4)What is the purpose of quoting data in the last paragraph? A.To introduce Newzoo.B.To conduct a research.C.To show the influence of Twitch.D.To arouse the audience39。s interest.【答案】 (1)A(2)D(3)C(4)C 【解析】【分析】本文是一篇說明文,介紹了什么是電子競技以及它的發(fā)展。 (1)考查細(xì)節(jié)理解。根據(jù)第一段中的ESports are professional multiplayer video game petitions. Any video game with a strong petitive element is considered eSports.可知,電子競技是一種專業(yè)的多人視頻游戲競賽,任何具有強烈競爭元素的電子游戲都被認(rèn)為是電子競技,也就是說電子競技具有很強的競爭性,故選A。 (2)考查段落大意。根據(jù)第二段中的The history of eSports dates back to 1972,ESports pretty much continued on the rather quiet path until the 80s,2002 marked the beginning of a new era for the sport及Halo Ⅱ became the first game to be shown on national television for Major League Gaming in 2004, paving the way for eSports to bee a global phenomenon.等細(xì)節(jié)可知,本段以時間為順序介紹了電子競技的發(fā)展,故選D。 (3)考查推理判斷。根據(jù)倒數(shù)第二段可知,如今,由于技術(shù)的進步和像Twitch這樣的流媒體服務(wù)的到來,電子競技正在快速發(fā)展,由于Twitch的覆蓋面廣,它已經(jīng)將電子游戲競賽展示給了新的觀眾,特別是growing at a rapid pace表明了作者對電子競技的未來充滿希望,故選C。 (4)考查推理判斷。根據(jù)最后一段中的To understand how much impact Twitch has made, data from gaming analyst group Newzoo show that eSports global audience increased 43 percent from 204 million to 292 million between 2014 and 2016.可知,為了了解Twitch產(chǎn)生了多大的影響,游戲分析機構(gòu)Newzoo的數(shù)據(jù)顯示,從2014年到2016年,全球電子競技的觀眾數(shù)量增長了43%,由此可知最后一段引用的數(shù)據(jù)就是為了表明Twitch產(chǎn)生的影響,故選C。 【點評】本題考點涉及細(xì)節(jié)理解,推理判斷和段落大意三個題型的考查,是一篇科普類閱讀,要求考生在捕捉細(xì)節(jié)信息的基礎(chǔ)上,進一步根據(jù)上下文的邏輯關(guān)系,進行分析,推理,概括和歸納,從而選出正確答案。8.閱讀理解 Benefits and Problems of Genetic Engineering Plant breeding is the science of changing the characteristics of plants in order to produce desired ones. Genes in a plant are what determine what type of characteristics it will have. Plant breeders try to create a specific oute of plants and potentially new plant varieties by changing the genes of the plants through breeding, which is making new plants from parents of different varieties or species. Actually, plant breeding has been practiced for thousands of years, since near the beginning of human civilization. It is practiced worldwide by individuals such as gardeners and farmers and by professional plant breeders employed by organizations such as government institutions, universities, cropspecific industry associations or research centers. They have crossbred plants to create the new types of plants that are, for example, bigger, stronger, or more attractive. Crossbreeding can take such a long time, however, and it is inaccurate. Now, we can change exact sections of Deoxyribonucleic acid (DNA), so the process is more accurate and faster. But people all over the world are arguing about its benefits and disadvantages. Some people use the technology to produce desired characteristics of plants and animals. Other people are concerned that the genetically engineered plants may harm the environment and worried that they may be dangerous for people to eat. There are many reasons for changing plants in this way. International development agencies believe that breeding new crops is important for ensuring food security by developing new varieties that are higher yielding(高產(chǎn)的), disease resistant, drought tolerant or regionally adapted to different environments and growing conditions. For example, some genetically engineered plants can live through frost or draug