【正文】
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(shuō)明文,介紹了什么是電子競(jìng)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(jìng)技是一種專業(yè)的多人視頻游戲競(jìng)賽,任何具有強(qiáng)烈競(jìng)爭(zhēng)元素的電子游戲都被認(rèn)為是電子競(jìng)技,也就是說(shuō)電子競(jìng)技具有很強(qiáng)的競(jìng)爭(zhēng)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(shí)間為順序介紹了電子競(jìng)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(jìn)步和像Twitch這樣的流媒體服務(wù)的到來(lái),電子競(jìng)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(jìng)賽展示給了新的觀眾,特別是growing at a rapid pace表明了作者對(duì)電子競(jìng)技的未來(lái)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(jī)構(gòu)Newzoo的數(shù)據(jù)顯示,從2014年到2016年,全球電子競(jìng)技的觀眾數(shù)量增長(zhǎng)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(diǎn)評(píng)】本題考點(diǎn)涉及細(xì)節(jié)理解,推理判斷和段落大意三個(gè)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(jìn)一步根據(jù)上下文的邏輯關(guān)系,進(jìn)行分析,推理,概括和歸納,從而選出正確答案。8.閱讀理解 Like many other people who speak more than one language, I often have the sense that I39。m a slightly different person in each of my languages173。more confident in English, more relaxed in French, more emotional in Czech. Is it possible that, along with these differences, my moral pass (指南針) also points in somewhat different directions depending on the language I39。m using at the time? Psychologists who study moral judgments have bee very interested in this question. The findings of several recent studies suggest that when people are faced with moral dilemmas (困境), they do indeed respond differently when considering them in a foreign language than when using their native tongue. In a 2014 paper led by Albert Costa volunteers were presented with a moral dilemma known as the trolley problem: imagine that a runaway trolley is moving quickly toward a group of five people standing on the tracks, unable to move. You are next to a switch that can move the trolley to a different set of tracks, therefore sparing the five people, but resulting in the death of one who is standing on the side tracks. Do you pull the switch? Most people agree that they would. But what if the only way to stop the trolley is by pushing a large stranger off a footbridge into its path? People tend to be very hesitant to say they would do this, even though in both situations, one person is sacrificed to save five. But Costa and his colleagues found that presenting the dilemma in a language that volunteers had learned as a foreign tongue dramatically increased their stated willingness to push the sacrificial person off the footbridge, from fewer than 20% of respondents working in their native language to about 50% of those using the foreign one. Why does it matter whether we judge morality in our native language or a foreign one? According to one explanation, such judgments involve two separate and peting ways of thinking173。one of these, a quick, natural feeling, and the other, careful deliberation about the greatest good for the greatest number. When we use a foreign language, we