题目列表(包括答案和解析)
A few months ago, it wasn't unusual for 47-year-old Carla Toebe to spend 15 hours per day online. She'd wake up early, turn on her laptop and chat on Internet dating sites and instant-messaging programs – leaving her bed for only brief breaks. Her household bills piled up, along with the dishes and dirty laundry, but it took constant complaints from her four daughters before she realized she had a problem.
"I was starting to feel like my whole world was falling apart – kind of slipping into a depression," said Carla. "I knew that if I didn't get off the dating sites, I'd just keep going," detaching (使脱离) herself further from the outside world.
Toebe's conclusion: She felt like she was "addicted" to the Internet. She's not alone.
Concern about excessive Internet use isn't new. As far back as 1995, articles in medical journals and the establishment of a Pennsylvania treatment center for overusers aroused interest in the subject. But as reliance on the Web grows, there are signs that the question is getting more serious attention: Last month, a study published in CNS Spectrums claimed to be the first large-scale look at Internet overuse. The American Psychiatric Association may also consider listing Internet addiction in the next edition. And scores of online discussion boards have popped up, on which people discuss negative experiences tied to too much time on the Web.
The new CNS Spectrums study was based on results of a nationwide telephone survey of more than 2,500 adults. Like the latest survey, this one was conducted by Stanford University researchers. About 6% of respondents reported that "their relationships suffered because of excessive Internet use." About 9% attempted to conceal "nonessential Internet use," and nearly 4% reported feeling " still occupied by the Internet when offline."
"The Internet problem is still in its early stage," said Maressa Orzack, a Harvard University professor. No single online activity is to blame for excessive use, he said. "They're online in chat rooms, checking e-mail, or writing blogs. The problem is not limited to porn (色情) or gambling websites.”
“Excessive Internet use should be defined not by the number of hours spent online but in terms of losses.”said Maressa Orzack. "If it's a loss where you're not getting to work, and family relationships are breaking down as a result, then it's too much."
Since the early 1990s, several clinics have been established in the U. S. to treat heavy Internet users. They include the Center for Internet Addiction Recovery and the Center for Internet Behavior.
The website for Orzack's center lists the following among the psychological symptoms of computer addiction:
● Having a sense of happiness or excitement while at the computer.
● Longing for more and more time at the computer.
● Neglect of family and friends.
● Feeling empty, depremssed or irritable when not at the computer.
● Lying to employers and family about activities.
● Inability to stop the activity.
● Problems with school or job.
Physical symptoms listed include dry eyes, backaches, skipping meals, poor personal hygiene (卫生) and sleep disturbances.
“People who struggle with Internet overuse maybe depressed or have other mood disorders.” Orzack said. When she discusses Internet habits with her patients, they often report that being online offers a "sense of belonging, and escape, excitement and fun," she said. “Some people say relief…because they find themselves so relaxed.”
Some parts of the Internet seem to draw people in more than others. Internet gamers spend countless hours competing in games against people from all over the world. One such game, called World of Warcraft, is cited on many sites by posters complaining of a "gaming addiction."
Andrew Heidrich, an education network administrator from Sacramento, plays World of Warcraft for about two to four hours every other night, but that's nothing compared with the 40 to 60 hours a week he spent playing online games when he was in college. He cut back only after a full-scale family intervention (干预), in which relatives told him he'd gained weight.
“There's this whole culture of competition that sucks people in with online gaming, ”said Heidrich, now a father of two. People do it at the expense of everything that was a constant in their lives." Heidrich now visits websites that discuss gaming addiction regularly “to remind myself to keep my love for online games in check”.
Toebe also regularly visits a site where posters discuss Internet overuse. In August, when she first realized she had a problem, she posted a message on a Yahoo Internet addiction group with the subject line:“I have an Internet Addiction.”
“I'm self-employed and need the Internet for my work, but I'm failing to accomplish my work, to take care of my home, to give attention to my children,”she wrote in a message sent to the group. “I have no money or insurance to get professional help; I can't even pay my loan and face losing everything.”
Since then, Toebe said, she has kept her promise to herself to cut back on her Internet use. "I have a boyfriend now, and I'm not interested in online dating," she said by phone last week. "It's a lot better now."
What eventually made Carla Toebe realize she was spending too much time on the Internet?
A. Her daughter's repeated complaints.
B. Tiredness resulting from lack of sleep.
C. The poorly managed state of her house.
D. The high financial costs adding up.
What is the main idea of para4?
A. A study claimed to be the first large-scale look at Internet overuse.
B. The American Psychiatric Association plans to list Internet addiction in its edition.
C. There are heated discussions about negative experiences over internet overuse.
D. There is a growing concern towards internet addiction.
According to Professor Maressa Orzack, Internet use would be considered excessive if ______.
A. it seriously affected family relationships
B. one visited porn websites frequently
C. too much time was spent in chat rooms
D. people got involved in online gambling
According to Orzack, people who struggle with heavy dependence on
the Internet may feel ______.
A. discouraged B. pressured C. depressed D. puzzled
Andrew Heidrich now visits websites that discuss online gaming addiction to _____.
A. improve his online gaming skills
B. control his desire for online gaming
C. show how good he is at online gaming
D. exchange online gaming experience
Which of the following best describes the tone(口吻) of the passage ?
A. Humorous B. Ironic C. Objective D. Casual
No country in the world has more daily newspapers than the USA. There are almost 2000 of them,as compared with 180 in Japan,164 in Argentina and 111 in Britain. The quality(质量) of some American papers is quite high and their views are used all over the world. Excellent newspapers like the Washington Post or the New York Times have a powerful influence(影响) all over the country. However,the Post and the New York Times are not national newspapers in the sense that The Times is in Britain of Le Monde is in France,since each American city has its own daily newspaper. The best of these give detailed(详细的)accounts of national and international news,but many tend to limit themselves to state or city news.?
Like the press(报刊) in most other countries,American newspapers report news from the “exciting” and “relaxing” to the serious. They try to entertain people as well as give information,for they have to compete with the attraction of television.
Just as American newspapers try to satisfy all tastes,they also try to attract readers of all political parties. A few news papers support extremist(极端主义者) groups on the far right and on the far left,but most daily newspapers try their best to attract middle-of-the-road Americans who are mainly moderate(温和的).Many of these papers print materials by well?known journalists of different political and social views,in order to give a balanced picture.?
As in other countries American newspapers can be either responsible(负责任的) or irresponsible,but it is generally accepted that the American press serves its country well and that it has more than once exposed political scandals(丑闻),for example,the Watergate Affair(水门事件).?
1.Which newspaper in the U. K. is national??
A.?Le Monde. B.?Washington Post.?
C.?New York Times. D.?The Times.?
2.Most American newspapers attract readers by carrying .?
A. national news B. local news?
C. international news D. political news?
3.In order to win the competition with television,American newspapers have to .
A. give information B. give serious news?
C. give entertainment news D. give national news?
4.Most daily newspapers attract moderate Americans by .?
A. printing articles by well-known journalists of different views?
B. supporting extremist groups?
C. exposing political scandals?
D. serving the country well?
B
China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(总收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.among the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.
In the 1960s, many young Americans were dissatisfied with American society. They wanted to end the Vietnam War and to make all of the people in the U.S. equal. Some of them decided to "drop out" of American society and form their own societies. They formed utopian communities, which they called “communes”, where they could follow their philosophy of “do your own thing”. A group of artists founded a commune in southern Colorado called "Drop City." Following the ideas of philosopher and architect Buckminster Fuller, they built dome-shaped houses from pieces of old cars. Other groups, such as author Ken Kesey’s Merry Pranksters, the followers of San Francisco poet Steve Gakin, and a group that called itself the Hog Farm, lived in old school houses and traveled around the United States. The Hog Farm became famous when they helped organize the Woodstock Rock Festival in 1969. Steve Gaskin’s followers tried to settle down on a farm in Tennessee, but they had to leave when some members of the group were arrested for growing marijuana.
Not all communes believed in the philosophy of “do your own thing”. However, Twin Oaks, a commune founded in Virgiania in the late 1960s, was based on the ideas of psychologist B.F.Skinner. The people who lived at Twin Oaks were carefully controlled by Skinner’s “conditioning” techniques to do things that were good for the community. In 1972, Italian architect Paolo Soleri began to build Arcosanti, a utopian city Arizsona where 2500 people will live closely together in one large building called an “archeology”. Soleri believes that people must live closely together so that they will all become one.
Why did some young Americans decide to “drop out” of society during the 1960s?
A. They were not satisfied with American society.
B. They wanted to grow marijuana.
C. They wanted to go to the Vietnam War.
D. They did not want all people to be equal.
Where did the members of the Hog Farm commune live?
A. In dome-shaped house. B. In old school houses.
C. On a farm in Tennessee. D. In an archeology in Arizona.
Who gave the people of Drop City the idea to build dome-shaped house?
A. Paolo Soleri. B. B.G.Skinner.
C. Steve Gaskin. D. Buckminster Fuller.
What was the Twin Oaks commune based on?
A. The philosophy of “do your own thing”.
B. Virginia in the late 1960s.
C. The ideas of psychologist.
D. The belief that people must live closely together.
What is an “archeology”?
A. A person who studies archaeology.
B. A large building where people live closely together.
C. A city in Arizona.
D. A technique to control people.
In the last century there were not 1 big towns in the U.S. 2 there are today.Most towns in the country were small.And in these small towns,the general store was 3 people 4 the things they couldn't made or grow at home.
5 the store sold 6 a good deal about life in the United States at that time.People bought tools that they needed on their farms.They bought salt,sugar,coffee and 7 that their farms didn't produce.They bought articles of 8 that they could not make themselves,and cloth or other materials that the 9 would make into dresses for themselves,shirts for the men and clothes for their children.
Life in the 10 century America was 11 .One proves that most people were satisfied with what they had 12 still they looked forward 13 courage to whatever the future would 14 them.It would be interesting to know 15 they would feel about life in the world today. 16 to them that life is too complex,or would they be glad to see that life is 17 in the past?
Nobody will 18 know the 19 people at that time would enjoy life today or not.Perhaps man is always the same of his kind.They did take things for granted,and also they did try to make life more comfortable.We have to admit that it is the same 20 people at present.
1.A.many B.so many C.so much D.a lot of
2.A.where B.like C.what D.as
3.A.where B.for C.in which D.that
4.A.made B.bought C.sold D.paid for
5.A.That B.No matter C.Which D.What
6.A.says B.talks C.refers D.tells
7.A.other things B.another food C.other foods D.foods and drinks
8.A.clothes B.clothing C.dresses D.suits
9.A.farmers B.men C.women D.children
10.A.eighteenth B.nineteenth C.twentieth D.next
11.A.easy B.simple C.interesting D.tiresome
12.A.and which B.and yet C.and that D.but what
13.A.in B.to C.of D.with
14.A.bring B.take C.happen to D.serve
15.A.what B.whether C.that D.how
16.A.Did it appear B.Would it seem C.What did it seem D.What appeared
17.A.still what it used to be B.better than what it was
C.much more easier than D.no more than it was
18.A.never B.always C.once D.ever
19.A.truth that B.fact whether C.idea how D.information of
20.A.as B.for C.with D.like
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