[外语类试卷]大学英语六级(阅读)模拟试卷12及答案与解析.doc
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1、大学英语六级(阅读)模拟试卷 12及答案与解析 Section B Directions: There are 2 passages in this section. Each passage is followed by some questions or unfinished statements. For each of them there are four choices marked A, B, C and D. You should decide on the best choice. 0 When a gamemaster(游戏设计师 )commence creating an
2、d running a gaming campaign, she almost always draws inspirations from movies, fiction, comic books, and similar sources in mind. Her influences may be subconscious she favors the novels of Tolkien and Kurtz, so she tries to incorporate elements similar to theirs into her game without deliberately c
3、opying them or conscious she just saw the movies Stargate and tries to file off the serial numbers and create a virtually identical campaign but in both cases the influences exist. When gamemasters create and run games, they often try to simulate the media, settings, and genres that so fascinate the
4、m. Theres nothing wrong with this. One of the things that pull many people into gaming is the desire to create their own settings and worlds, ones as well portrayed, cleverly put together, and wondrous as the books they read and the television shows they see. Its only natural that our viewing and re
5、ading habits form interconnections with our gaming hobby. By the same token, however, games are not novels. Nor, for that matter, are they movies, television shows, comic books, short stories, or anything else. Theyre games, pure and simple, and though they may be influenced by mass-media entertainm
6、ent, they dont follow all of the same “rules“. At some times a setting proves so unadaptable to RPGs that its not worth the effort to try to carry it over to the gaming table. Most of the time games exist in a gray area where they can simulate some aspects of a genre or setting well and others not s
7、o well. The wise GM learns to work within the boundaries of genre and setting simulation. She takes advantage of the nature of roleplaying games to create her own stories and settings which, while properly reminiscent of the books, movies, and shows that inspired her, also make use of the unique str
8、engths and attributes of gaming itself. What the philosophizing and suggesting boils down to is this: Youre playing a game about story creation, youre not writing a novel or creating a movie. If you hold simulation of novels and movies as your ultimate goal, youre likely to be disappointed, because
9、games arent mass-media entertainments theyre games. You can do a lot to make your games more like mass-media entertainments than they are now and in the process improve them, perhaps dramatically. But you shouldnt ever lose sight of the fact that they remain games and thus follow different rules. Tr
10、y to get around those rules and youre likely to become frustrated and aggravated when your games dont measure up to your favorite books and shows. If you stick to those rules, youll find your games fun, exciting, and enriching in and of themselves. 1 The phrase “both cases“(Line 9, Para. 1)refers to
11、_. ( A) filing off the serial numbers and creating a virtually identical campaign ( B) creating and running a game ( C) consciously or unconsciously intimating the favorite movies, etc ( D) the novels of Tolkien and Kurtz and the movies Stargate 2 What pulls so many people into creating games? ( A)
12、The viewing and reading habits in reading their favorite books. ( B) The desire to create their own settings and worlds according to what they have read. ( C) The entertainment of the games. ( D) The popularity of the films in real world. 3 What may lead a game to fail? ( A) The game is too fancy to
13、 be reached by people. ( B) The game creator takes simulation of novels as the ultimate goal. ( C) The game is distinct from the entertainments. ( D) The game creator does not well understand what the people like. 4 What can we know from the last paragragh? ( A) We should take the simulation of the
14、novels as our ultimate aim of gaming. ( B) We can adapt media entertainment for games only if we make great efforts. ( C) If adhering to the rules, we can make more appealing games. ( D) Once abiding by the rules youll become more and more depressed. 5 What does the passage mainly talk about? ( A) G
15、aming hobby. ( B) Gaming creation. ( C) Mass-media entertainment. ( D) Creation inspirations. 5 Writing in Wired Magazine, Jon Katz, a media critic, summarizes the dilemma facing newspaper publishers: “So far, at least, online papers dont work commercially or conceptually. They take away whats best
16、about reading a paper and dont offer whats best about being online. The newspaper needs to reinvent itself. The object is not to supersede(代替 ), or put into a different format, but to gain a toe-hold(小立足点 )in cyberspace and even absorb some of its values. “ Reinventing itself is a tall order for an
17、industry that works under constant deadline to produce a new product each day. How can the industry begin to construct a new model that trades on state-of-the-art technology? Paradoxically, the answer comes from reflecting on the past. By analyzing and paring down the essentials of journalism as a c
18、raft and a profession, the real essence of the industry will emerge and a predictive model will begin to take shape. To its credit, the newspaper industry has conducted research and written and thought a great deal about what to do in the future. The challenge for you will be perhaps your greatest e
19、ver. As a producer of newspapers, what you must do first is to determine how you conceive yourself. Are you an organization that supplies newspapers or are you an organization that supplies information? This self-analysis is being conducted in turbulent times when conflicting forces threaten to pull
20、 the industry apart. Reading a daily newspaper is a habit of millions of middle-age and older Americans. However, todays young people often prefer more sophisticated media to the daily ritual of the morning newspaper. We are also experiencing what some call an information explosion that threatens to
21、 bury even the most zealous reader and intellectual. Ironically, it is the oversupply of information that holds the key to the survival of the newspaper industry. The digitizing of information has created a vast expansion in the amount of information that is readily available to audiences. Books and
22、 manuscripts that previously consumed libraries and other physical spaces are now contained in digital bytes that can move with great speed over vast distances. Quite simply, more information is available to more people more quickly than ever before. Mass media evolved because people from all walks
23、of life needed help to understand the world around them. Throughout history, newspapers have excelled at collecting, recording, and distributing information at many different levels. As they evolve in light of technological change, newspapers need to embrace that mission anew(再 ). In fact, defining
24、what is news is now more critical than ever. And it is their ability to do this within the context of new technology that is the key to newspapers survival. 6 According to Jon Katz, _. ( A) newspapers are quite valid commercially ( B) wed better substitute a new format for the old one ( C) the purpo
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