问答题

&8226;Read the article below about Hikikomori.
&8226;Choose the best sentence to fill in each of the gaps.
&8226;For each gap 8-12,mark one letter(A-G)on your Answer Sheet.
&8226;Do not use any letter more than once.
&8226;There is an example at the beginning(0).
Hikikomori has become a major issue in Japan. Loosely translated as 'social withdrawal,' Hikikomori refers to the state of anomie into which an increasing number of young Japanese seem to fall these days. Socially withdrawn kids typically lock themselves in their bedrooms and refuse to have any contact with the outside world.
They live in reverse: they sleep all day, wake up in the evening and stay up all night watching television or playing video games.
(8) Their funk can last for months, even years in extreme cases. No official statistics are available, but it is estimated that more than one million young Japanese suffer from the affliction. One such young man was the protagonist of my latest novel, Symbiosis Worm.
Hikikomori is a consequence of the phenomenal growth of the Japanese economy during the latter half of the 20th century and the tremendous technological progress the country made during that time. Japanese youth could not afford to be socially withdrawn if their parents were not affluent enough to provide them a home, meals and extras that have come to be thought of as basics--audio and video equipment, software, mobile phones, computers. (9)

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问答题

&8226;Read the article below about video games.
&8226;Choose the best sentence from the opposite page to fill each of the gaps.
&8226;For each gap 8-12, mark one letter (A-G) on your Answer Sheet.
&8226;Do not use any letter more than once.
Strong players
Video games let you escape into an alternative reality -- something gaming firms know about at first hand. For as other technology firms face stagnant or shrinking markets, the video-games industry seems to inhabit a parallel universe. It has had a bumper year, maybe the best it ever will. Global sales of games software and hardware will exceed $31 billion this year. This summer, UBS Warburg invested 17% of its model technology portfolio in two games publishers, Electronic Arts and Activision. Gaming, it seems, is recession-proof.
The industry is booming because it has its own cycle, as one generation of hardware succeeds another every few years. (8) Games consoles are flying off the shelves. The current line-up is of Sony's PlayStation2, the market leader by far, plus Microsoft's Xbox and Nintendo's GameCube, which are fighting for a distant second place.
Each gaming boom is bigger than the last. Children who have grown up with games keep on playing, which expands the market. It also increases the players' average age: the average American gamer is 28. (9) This shift is reflected in the rise of 'mature'-rated games, which now account for 13% of the American market, up from 6% in 2001.
(10) Many observers are optimistic about the prospects for games sales next year, particularly in America. But the figures suggest that 2002 was the peak of the cycle, and that the market will shrink next year. Other observers expect console sales to grow only slightly next year.
Things will then cool off until the next generation of consoles appears in 2005. The next peak is not expected until 2007. (11) Both are dwarfed by console gaming at the moment, but are the focus of much activity, and could provide recurring revenues to help smooth out the industry's cyclical nature.
Online gaming has got off to a small but promising start in recent weeks with the release of adaptors that link consoles over the Internet. In America, Microsoft sold 150,000 starter kits for its 'Xbox Live' service within a week of its launch last month. Sony says it has signed up 175,000 subscribers to its rival online service, launched in August. Both services will launch in Europe next year.
Gaming on mobile phones is also taking small but crucial steps forward. Today's phones mostly have one or two simple games built in. The latest handsets have colour screens and can download software remotely. (12) Games take roughly a minute to download, but adding one to a handset is almost as easy as downloading a new ringing tone or screen logo. It is predicted that mobile-gaming revenues will reach $3.5 billion in the next five years; other estimates are higher.

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