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2016下半年英語四級長篇閱讀訓練題

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2016下半年英語四級長篇閱讀訓練題

Section B

Directions: In this section, you are going to read a passage with ten statements attached to it. Each statement contains information given in one of the paragraphs. Identify the paragraph from which the information is derived.

You may choose a paragraph more than once. Each paragraph is marked with a letter. Answer the questions by marking the corresponding letter on Answer Sheet 2.

Addicted, Really?

A. Mental-health specialists disagree over whether to classify compulsive online behaviour as addiction---and how to treat it. Craig Smallwood, a disabled American war veteran, spent more than 20,000 hours over five years playing an online role-playing game called "Lineage II". When NCsoft, the South Korean firm behind the game, accused him of breaking the game's rules and banned him, he was plunged into depression, severe paranoia (偏執) and hallucinations (幻想). He spent three weeks in hospital. After that, he sued NCsoft for fraud and negligence (過失 ), demanding over $ 9m in damages and claiming that the company acted negligently by failing to warn him of the danger that he would become "addicted" to the game.

B. But does it make sense to talk of addiction to online activity? Mental-health specialists say three online behaviors can become problematic for many people: video games, pornography ( 色情的作品 ) and messaging via e-mail and social networks. But there is far less agreement about whether any of this should be called "Internet addiction"--or how to treat it.

C. Some mental-health specialists wanted "Internet addiction" to be included in the fifth version of psychiatry's bible, the"Diagnostic and Statistical Manual of Mental Disorders", known as DSM-V, which is currently being overhauled (全面修訂). The American Medical Association endorsed (贊成) the idea in 2007, only to backtrack( 放棄) days later. The American Journal of Psychiatry called Internet addiction a "common disorder" and supported its recognition. Last year the DSM-V drafting group made its decision: lnteruet addiction would not be included as a "behavioral addiction"--only gambling made the cut--but it said further study was necessary.

D. Skeptics say there is nothing uniquely addictive about the Internet. Back in 2000, Joseph Walther, a communications professor at Michigan State University, co-wrote an article in which he suggested, tongue in cheek, that the criteria used to call someone an Internet addict might also show that most professors were "addicted" to academia (學術活動). He argued that other factors, such as depression, are the real problem.

He stands by that view today. "No scientific evidence has emerged to suggest that lnternet use is a cause rather than a consequence of some other sort of issue," he says. "Focusing on and treating people for Internet addiction, rather than looking for underlying clinical issues, is definitely unwise."

E. Others disagree. "That would be wrong," says Kimberly Young, a researcher and therapist who has worked on Interact addiction since 1994. She insists that the Internet, with its powerfully immersive environments, creates new problems that people must learn to navigate(應對). Otherwise, the changing lifestyle will affect the development of the society.

one disputes that online habits can turn toxic. Take South Korea, where widespread broadband means that the average high-school student plays video games for 23 hours each week. In 2007 the government estimated that around 210,000 children needed treatment for Internet addiction. In 2010 newspapers around the globe carried the story of a South Korean couple who fed their infant daughter so little that she starved to death. Instead of caring for the child, the couple spent most nights at an Internet cafe, sinking hours into a role- playing game in which they raised, fed and cared for a virtual daughter. And several South Korean men have died from exhaustion after marathon, multi-day gaming sessions.

G. The South Korean government has since asked game developers to adopt a gaming curfew (宵禁) for children, to prevent them playing between midnight and 8 a.m. At the same time, it has also opened more than 100 clinics for Internet addiction and sponsored an "Internet rescue camp" for serious cases.

H. But compulsive behaviour is not limited to garners. E-mail or web-use behaviours can also show signs of addiction. Getting through a business lunch in which no one pulls out a phone to check their messages now counts as a minor miracle in many quarters. A deluge (氾濫) of self-help books, most recently "Alone Together" by Sherry Turlde, a social scientist at the Massachusetts Institute of Technology, offer advice on how to unplug (去除障礙).

ography is hardly new, either, but the Internet makes accessing it much easier than ever before. When something can be summoned in an instant via broadband, whether it is a game world, an e-mail inbox or pornographic material, it is harder to resist. New services lead to new complaints. When online auction sites first became popular, talk of "eBay addiction" soon followed. Dr. Young says women complain to her now about addiction to Fa*ebook--or even to "FarmVille", a game playable only within Fa*ebook.

tment centres have popped up around the world with the popularity of online games. In 2006 Amsterdam's Smith & Jones facility billed itself as "the first and, currently, the only residential video-game treatment program in the world". In America the reSTART Internet Addiction Recovery Program claims to treat Internet addiction, gaming addiction, and even "texting addiction". In China, meanwhile, military-style "boot camps" are the preferred way to treat Internet problems.

K. Yet many people like feeling permanently connected. As Arikia Millikan, an American blogger, once put it, "If I could be jacked in at every waking hour of the day, I would, and I think a lot of my peers would do the, same." Bob LaRose, an Internet specialist at Michigan State University, doesn't believe her. In his research on college students, he found that most sense when they are "going overboard and restore self-control". Less than1% have a pathological(病態的) problem, he adds. For most people, Internet use "is just a habit--and one that brings us pleasure."

46. According to Joseph Walther, it is unwise to emphasize the treatment of Internet addiction instead of seeking for potential clinical issues.

47. As online games become popular, treatment centres have sprung up all over the world.

48. After playing online games continuously for days, several South Korean men were exhausted to death.

49. Smallwood sued NCsoft and claimed a huge compensation for fraud and its negligence of warning him of the danger of game addiction.

50. In South Korea, a gaming curfew for children was adopted to prevent children playing after midnight.

5l. Internet addiction still needs to be further studied though the DSM-V did not categorize it as a "behavioral addiction".

52. An lnternet specialist found that most college students could realize when they are going too far and restore self-control.

53. According to mental-health specialists, for many people, video games, pornography and messaging via e-mail and social networks can become problematic online behaviors.

54. People regard it as a small miracle if nobody takes out a phone to read the messages at a business lunch.

55. Kimberly Young insists that people must learn to deal with new problems brought about by the Interact.

【參考譯文】

真的是“上癮”嗎

A.強迫性的上網行為是否屬於成癮行為,又該如何治療,心理健康專家對此意見不一。Craig Smallwood是美國的一位傷殘退伍軍人。五年間,他花了兩萬多小時玩一個名為“天堂Ⅱ”的線上角色扮演類遊戲。當該遊戲的開發商,韓國NCsoft公司指責Craig違反遊戲規則,並將他的遊戲賬號封停時,他突然陷入抑鬱及嚴重的偏執和幻想之中。[49]他到醫院接受了三週的治療。在這之後,smanwood以欺詐和過失為由控告Ncsoft公司,聲稱該公司沒有告誡他該遊戲的“網癮”危害,要求獲得900多萬美元的賠償金。

B.但是上網是否屬於一種成癮的行為呢?[53]心理健康專家認為有三種網路行為對很多人來說可能是問題性的(即容易停不下來):玩電子遊戲、瀏覽色情的作品以及通過電子郵件和社交網路收發資訊。然而,關於這些網路行為是否能被稱為“網癮”,又該如何治療,專家們遠未達成一致。

C.一些心理健康專家希望將“網癮”列入新近正在全面修訂的第五版精神病學的聖經——《精神疾病診斷與統計手冊》(即第五版DSM)中。2007年,美國醫學會曾一度贊成這一想法,但數天之後卻改變了態度。《美國精神病學雜誌》將網癮稱作一種“常見疾病”,並主張予以認定。[51]去年,第五版《精神疾病診斷與統計手冊》編撰小塑決定,網癮將不會被劃入“行為成癮”範疇——只有賭博行為被劃入此列—二但是有必要對網癮進一步展開研究。

D.持懷疑態度的人認為,網際網路並沒有讓人上癮的特性。早在2000年,美國密歇根州立大學傳播學教授Joseph Walther就曾在與他人合作的一篇文章中頗具諷刺性地寫道,用來評價某人是“網路狂”的那個標準或許也顯示了大多數的教授都是“學術狂”。Walther教授認為,諸如抑鬱等其他因素才是真正的問題所在。他至今仍堅持這種觀點。他說:“尚無科學依據證實網癮是由於使用網際網路,而不是由其他因素造成的。[46]如果只是關注和治療上網成癮,而不去尋找潛藏的臨床問題,這絕對是不明智的。”

E.也有人反對這種說法。自1994年便開始研究網癮的研究員、心理治療師KimbertyYoung表示:“那種說法可能有誤。”[55]Young強調,網際網路環境具有強大的吸引力,人們必須學會應對由其引發的新問題。否則,不斷變化的生活方式將會影響社會的發展。

F.沒有人質疑習慣性上網會對人有害(這個事實)。以韓國為例,寬頻的普及導致韓國的高中生平均每週玩23個小時的`電子遊戲。2007年,韓國政府估計有近21萬的兒童需要接受網癮治療。2010年全球的報紙都報道了一則新聞,即一對韓國夫妻因餵養不足導致女嬰被餓死。這對夫妻不照顧現實中的親生女兒,卻大多數夜晚都泡在網咖裡,沉浸在一個線上餵養和照顧虛擬女兒的角色扮演遊戲中。[48]另外,還有幾名韓國男性多日持續沉浸於網路遊戲,因疲勞過度而死亡。

G.[50]此後,韓國政府要求遊戲開發商對兒童採取網遊宵禁,禁止他們在午夜到早晨8點之間玩遊戲。同時,政府還開設了100家網癮治療診所,並資助了針對嚴重病例開辦的“網癮拯救營”。

H.但強迫性上網行為並不僅僅侷限於網遊玩家。使用電子郵件和瀏覽網頁也可能表現出上癮的跡象。[54]如果在一次商業午餐中,沒有人拿出手機檢視資訊,那麼在許多人看來這都算是個小小的奇蹟。現在有許多“自救”書籍,例如美國麻省理工學院的社會學家Sherry Turkle最近就出版了一本新書《一起孤獨》,書中為如何擺脫網癮提供了建議。

I.色情的作品由來已久,但是網路讓人們比以往更容易接觸到色情的資源。無論是遊戲還是電子郵件,或是色情的資源,只要是能夠通過寬頻網路立刻獲得的東西,人們就很難抵擋其誘惑。新型服務會滋生新的問題。自網上拍賣網站開始流行後,不久“eBay上癮”的說法就隨之而來。Young醫生表示,現在有很多女性向她訴苦,因為Fa*ebook或只能在Fa*ebook上玩的“開心農場”遊戲讓她們非常上癮。

J.[47]墮著網路遊戲的流行,治療中心在全球如雨後春筍般出現。2006年,位於阿姆斯特丹的史密斯與瓊斯治療中心成立,並自稱為“目前世界上第一家、也是唯一一家寄宿式電子遊戲癮治療中心”。美國reSTART網癮康復專案聲稱能治療網癮、遊戲癮,甚至還有“簡訊癮”。在中國,軍事化管理的“訓練營”成為了治療網癮的主要方式。

K.然而許多人喜歡保持線上的感覺。美國的一位博主ArikiaMillikan曾經說過:“如果可以的話,我願意在我醒著的每時每刻都線上,我相信我的很多同齡人也會這麼做。”然而,美國密歇根州立大學的網際網路專家BobLaRose對此表示懷疑。[52]在他對大學生展開的一項研究中,LaRose發現他們中的大多數人一旦感覺自己玩得太過火,就會恢復自控。LaRose還表示,只有不到1%的人會出現病態問題。對於大部分人來說,使用網路“只是一種習慣——並且是一種能夠帶來快樂的習慣”。

【答案解析】

46.D

解析:題幹意為,根據JosephWalther所說,只關注對上網成癮的治療,而不尋找其潛在的臨床問題,這是不明智的。注意抓住題幹中的關鍵資訊Joseph Walther、unwise、instead of和potential clinicalissues,文中論及JosephWalther教授觀點的內容出現在D段,該段倒數第二句提到,Walther教授認為尚無科學依據證實網癮是由於使用網際網路,而不是由其他因素造成的。該段最後一句則提到,Walther教授認為,如果只是關注和治療上網成癮,而不去尋找潛藏的臨床問題,這絕對是不明智的。由此可知,題幹是對原文的同義轉述,故答案為D。

47.J

解析:題幹意為,隨著網路遊戲變得流行,治療中心在全球各地不斷湧現。注意抓住題幹中的關鍵資訊online games、popular和treatment centres。文中論及全球湧現治療中心的內容出現在J段,該段首句提到,隨著網路遊戲的流行,治療中心在全球如雨後春筍般出現。其中,題幹中的spring up對應原文中的popup,由此可知,題幹是對原文的同義轉述,故答案為J。

48.F

解析:題幹意為,在數日不間斷地玩網路遊戲之後,幾名韓國男性因精疲力竭而死。注意抓住題幹中的關鍵資訊several South Korean men和exhausted。文中論及韓國人受到網癮危害的內容出現在F段,該段第一句提到人們一致認為上網成癮對人有害。該段最後一句則提到了幾名韓國男性多日持續沉浸於網路遊戲,因疲勞過度而死亡的例子。由此可知,題於是對原文的同義轉述,故答案為F。

49.A

解析:題幹意為,Smallwood以欺詐和疏於告知其可能遊戲成癮的罪名控告NCsoft公司,並索取鉅額的賠償。注意抓住題幹中的關鍵資訊Smallwood、NCsoft和fraudanditsnegligence。文中論及Smallwood的內容出現在A段,該段提到,Craig SmMlwood因違反遊戲規則,被遊戲開發商韓國NCsoft公司封停了遊戲賬號,為此他極度抑鬱,並陷入嚴重的偏執和幻想中。該段最後一句提到,Smallwoo以欺詐和過失為由控告NCsoft公司,聲稱該公司沒有告誡他該遊戲的“網癮”危害,要求獲得900多萬美元的賠償金。由此可知,題幹是對原文的同義轉述,故答案為A。

50.G

解析:題幹意為,在韓國實行了網遊宵禁,以阻止兒童在午夜之後繼續玩網路遊戲。注意抓住題幹中的關鍵資訊SouthKorea和gaming curfew。文中論及韓國實行網遊宵禁的內容出現在G段,該段第一句提到,韓國政府要求遊戲開發商對兒童採取網遊宵禁,禁止他們在午夜到早晨8點之間玩遊戲。由此可知,題幹是對原文的同義轉述,故答案為G。

51.C

解析:題幹意為,儘管第五版的《精神疾病診斷與統計手冊》沒有將網癮歸為“行為成癮”,但是這種現象仍然需要進一步研究。注意抓住題幹中的關鍵資訊lntemet addiction、further studied和behavioraladdiction。文中論及第五版的《精神疾病診斷與統計手冊》如何界定網癮的內容出現在c段。該段最後一句提到,去年,第五版《精神疾病診斷與統計手冊》編撰小組決定,網癮將不會被劃入“行為成癮”範疇——只有賭博行為被劃入此列——但是有必要對網癮進一步展開研究。由此可知,題幹是對原文的同義轉述,故答案為C。

52.K

解析:題幹意為,一位網際網路專家發現大多數學生在意識到自己玩得太過火後,就會恢復自控。注意抓住題幹中的關鍵資訊college students和restore self-control。文中論及大學生可以自控上網行為的內容出現在K段,該段第四句提到,在對大學生展開的一項研究中,BobLaRose發現他們中的大多數人一旦感覺自己玩得太過火,就會恢復自控。由此可知,題幹是對原文的同義轉述,故答案為K。

53.B

解析:題幹意為,根據心理健康專家所說,對於很多人來說,玩電子遊戲、瀏覽色情的作品以及通過電子郵件和社會網路收發資訊這三種網路行為可能會成為問題。注意抓住題幹中的關鍵資訊mental-healthspecialists、video games、pornography and messagin9和problematic。文中論及這一事實的內容出現在B段,該段第二句提到,心理健康專家認為有三種網路行為對很多人來說可能是問題性的(即容易停不下來):玩電子遊戲、瀏覽色情的作品以及通過電子郵件和社交網路收發資訊。由此可知,題幹是對原文的同義轉述,故答案為B。

54.H

解析:題幹意為,在許多人看來,如果在一次商業午餐中,沒有人拿出手機檢視資訊,那這簡直是一個小的奇蹟。注意抓住題幹中的關鍵資訊miracle、a phone和a business lunch。文中論及商業午餐的內容出現在H段。該段第三句提到,如果在一次商業午餐中,沒有人拿出手機檢視資訊,那麼在許多人看來這都算是個小小的奇蹟。由此可知,題幹是對原文的同義轉述,故答案為H。

55.E

解析:題幹意為,KimbedyYoung強調人們必須學會應對網際網路引發的新問題。注意抓住題幹中的關鍵資訊Kimberly Young insists、new problems和the Intemet。文中論及Kimberly Young相關觀點的內容出現在E段,該段第三句提到,Youn9強調,網際網路環境具有強大的吸引力,人們必須學會應對由其引發的新問題。由此可知,題幹是對原文的同義轉述,故答案為E。