英語六級短句問答練習(xí):娛樂
"I think games are going to be the most significant art form of the 2lst century," he says.
It is, you might think, exactly what would be expected of someone introduced as "a professor of gaming."
But Jenkins is much more than that. He is the director of a graduate program in comparative media studies at Massachusetts Institute of Technology (MIT) in Boston, which also covers film, television and other mass media. "Games are a significant but not the primary focus of the program," he says.
"Our approach has been to integrate games more fully into the study of media, rather than apply them in one specialized field."
The problem is that video games have yet to achieve respectability. They are often seen roughly of equal status with pornography (色情資料),providing instant contentment for the sort of people no one would invite to a dinner party.Practically everyone plays video games,but you may feel guilty if you are caught at it.
But things did not go exactly to plan. Jenkins wrote:"We were trying to start a conversation about gender, about the opening up of the girls game market, about the place of games in ‘boy culture', and so forth. But all the media wants 10 talk about is video-game violence."
The media madness reached new heights following the Columbine highschool massacre, which looked like something out of a first-person shooter.
He says: "the question is not whether video games are violent-obviously all story-telling traditions have included violence and aggression-the question is:‘What are games saying about violence?' Medieval epics are full of violence, and there's a lot of blood-letting-but such stuff would never get approved for a mainstream game title."
"The difference in films is that periodically the fighting stops, you bury your head, and you remember who was lost. That forces you to think about the consequences of violence. And games are starting to introduce something similar,like mourning the dead. It's not beyond the industry to say something thoughtful about violence."
練習(xí)題
1.According to Jenkins, games are________________of the graduate program in comparative media studies but are not its primary concentrtion.
2.If you are caught playing at video games, you will feel ashamed, because they are often regarded as something like_____________.
3.Jenkins and his staff try to start a conversation about games from new perspectives, but the media only want to focus on____________.
4.If the stuff that is full of violence and blood-letting was used for a mainstream game title, it would_______________________.
5.Jenkins thinks that the difference between films and games is that in films you will be compelled to consider________________.
答案詳解
1.[a significant focus]
[定位]根據(jù)comparative media studies查找到第4段。
解析:第4段末句講到Jenkins說游戲是這個項(xiàng)目的一個重要部分,但并不是主要的研究內(nèi)容。而此句中的the program指的是上句中提到的比較傳媒研究領(lǐng)域的一個研究生項(xiàng)目,所以本題答案為a significant focus。
2.[pornography]
[定位]根據(jù)caught和playing at video games查找到第6段最后兩句。
解析:第6段末句提到,玩視頻游戲時要是被別人發(fā)現(xiàn)了,你就會覺得問心有愧似的,原因是上一句說的“人們常常把視頻游戲看做是與色情文學(xué)一樣的東西”,因此,本題答案為pornography。
3.[video-game violence]
[定位]根據(jù)try to start a conversation查找到第7段。
解析:第7段末句Jenkins寫道他們試圖發(fā)起一場有關(guān)性別、有關(guān)開拓女孩游戲市場等等的討論,可是所有媒體僅僅只想討論視頻游戲中的暴力問題。題干中的focus on為原文該句中talk about的同義轉(zhuǎn)換,所以答案為video-game violence。
4.[never get approved[
[定位]根據(jù)題干中的blood-letting和mainstream game title查找到倒數(shù)第2段末句。
解析:空白處需要填人謂語成分,題干是對原文末句的同義改寫,題干中的it指代原文中的such stuff,所以原文該句中would后的never get approved為答案。
5.[the consequences of violence]
[定位]根據(jù)題干中的the difference和films查找到原文末段前兩句。
解析:空白處需要名詞或名詞短語,題干是關(guān)天電影不同于視頻游戲的地方,與原文末段前兩句的內(nèi)容相對應(yīng),題干中的compelled對應(yīng)原文中的forces,而consider是think about的同義替換,所以其后的賓語the consequences of violence為答案。
參考譯文
坐在正在主辦游戲展的倫敦巴比肯藝術(shù)中心的后屋里,亨利·詹金斯說了一句在任何有錢人和名人的聚會上都會讓人笑掉下巴的話。
他說:“我認(rèn)為.2l世紀(jì)最有意義的藝術(shù)形式將是游戲。”
你也許會說,這正是一個被人介紹時稱為“游戲教授”的人會說出來的話。
可是,詹金斯卻不僅僅是這樣。[1]他是美國波士頓麻省理工學(xué)院比較傳媒研究領(lǐng)域一個研究生項(xiàng)目的負(fù)責(zé)人,該項(xiàng)目還涉及電影、電視和其他大眾傳媒。他說:“游戲是這個項(xiàng)目的一個重要部分。但并不是主要的研究內(nèi)容。”
“我們的方法是把游戲更充分地融入媒體研究之中,而不是把游戲應(yīng)用于某一個專門的領(lǐng)域。”
問題是視頻游戲尚未步入大雅之堂,未能贏得人們的尊敬。[2]人們常常把視頻游戲看做是種與色情文學(xué)一樣的、為那些沒有人愿意邀請參加宴會的人提供即時快感的東西。幾乎人人都玩視頻游戲,[2]可是要是讓別人發(fā)現(xiàn)了,你就會覺得問心有愧似的。
但是,事情并未如計劃的那樣發(fā)展。[3]詹金斯寫道:“我們試圖發(fā)動一場有關(guān)性別、有關(guān)開拓女孩游戲市場以及有關(guān)游戲在‘男孩文化’中的地位等的討論,可是所有媒體僅僅只想討論視頻游戲中的暴力問題。”
在科羅拉多州哥倫比納(Columbine)高中的校園屠殺案——它看起來確實(shí)像是某個點(diǎn)射游戲中的場景——爆發(fā)以后,媒體的瘋狂情緒達(dá)到新的高潮。
他說:“問題不在于視頻游戲是否暴力——顯然所有故事敘述傳統(tǒng)都包含了暴力和侵略的因素,問題在于:‘游戲?qū)Ρ┝栴}是怎么看的?’[4]中世紀(jì)的史詩充滿了打打殺殺的描寫,還有許多流血事件的描述,這些東西要使用作主流游戲標(biāo)題的話,是絕對通不過的。”
[5]“電影的不同之處是,打斗會定期停止,于是你埋下頭來,回憶起有誰已經(jīng)喪命。這樣,你就被迫思考暴力帶來的后果。游戲也在開始引入相似的元素,比如為死者哀悼。游戲業(yè)可以對暴力問題提出一些有見地的看法。”