2023考研英語閱讀理解模擬試題四十五
2023復習正在如火如荼的進行中,考研專家建議可以按考研題型分別進行重點復習,是考研英語中分值最高的,在線小編特地整理了2023理解模擬試題供大家模擬練習,希望大家認真做題,錯題著重看解析及譯文,經過練習閱讀理解能力必能有所提高。 四十五、游戲開發領域重男輕女 Denise Fulton spent much of her childhood playing computer games. And the fascination continued into her adult years. So it is not surprising that today Ms. Fulton, 34, is an executive producer in a video game company in Austin, Tex., where she is overseeing the next installment in the popular Deus Ex series. The surprising part is how rare Ms. Fulton is. Behind the computer screen, as in front of it, video games are a mans world. Informal estimates put the percentage of women in the industry at around 10 percent, and even then, most tend to be in jobs in customer service, marketing and quality assurance. Relatively few women work as game designers and producers, and even fewer are programmers. Its not so much that women look at the industry and discard the idea, said Sheri Graner Ray, a senior game designer at Sony Online Entertainment. Its that the game industry just never even comes up on their radar. The reason has to do with a truism about the computer game industry. Those who work in the industry tend to enter their jobs as avid gamers. And playing video games, especially those loaded with graphic violence, has been a male pursuit. According to the NPD Group, a market research firm based in New York, some 81 percent of video-game players are male. Its a chicken-or-egg thing, said Ms. Fulton, who sees a lot of rsums in her job, almost all from men. If more women were playing games, they might get interested in games as a medium and might choose to pursue that as a career. But its still stigmatized as boy thing. Now, though, manufacturers are starting to think about making games that are more appealing to women, like the Sims, a role-playing game that is viewed as one of the most popular games among women. Women do not play games because the games that are out there are designed for men, said Elizabeth Sweedyk, an assistant professor of computer science at Harvey Mudd College in Claremont, Calif. Manufacturers understand there is a huge untapped portion of the market. Theyve realized they have to appeal to women, said David Riley, senior manager at NPD. And as more games are marketed to, and played by, girls and women, more women eventually may end up choosing a career in the industry. For Ms. Fulton, one of the things that appealed to her about designing the new Deus Ex game is that players are given the option of a less violent version. As a producer, she said, she is drawn to work on games that draw a wider audience. I definitely want to continue to work on titles that are more than the standard, violence-based, shoot-and-kill play style, she said. But the reality of her job at Ion Storm, she added, demands that she maximize the potential success of the titles she works on. I can encourage the development of features that might have a broader appeal, but ultimately need to fulfill the expectations of publisher and market, she said. 1.According to the passage, Denise Fulton is. [A] a game lover, producer and programmer [B] making and marketing her own game [C] supportive of designing games only for women [D] an opponent of violence in video games 2.What can we infer from the passage? [A] Women are thought to be better in communicating and creating relationships. [B] There is strong discrimination against female workers in the game industry. [C] Women occupy about 10% of occupations as game programmers, designers and producers. [D] The percentage of women participants in the game industry is declining. 3.In the authors eyes, . [A] the gaming industry was very male-oriented [B] men are more avid for adventures than woman [C] there is lack of role models for women in the game industry [D] only women in the gaming industry is trying to change it 4.Ms. Fulton is likely to agree with the following EXCEPT. [A] nonviolent video games will attract a wider range of customers [B] women are less interested in playing games and choosing it as a career [C] women are more intelligent than men in game designing. [D] the success of video games depends on customers and publishers 5.The main reason for few women entering game industry is probably that. [A] women are disgusted with aggression and open competition [B] playing games is stigmatized as a male-only pursuit [C] most video games are designed for men and appeal to no women [D] the massive potential of games market has not been tapped 答案:1.D 2.A 3.A 4.C 5.C 核心詞匯或超綱詞匯 fascination迷惑力,魅力;fascinate迷住,吸引,使感興趣 oversee俯瞰,監視,檢查,視察 avid渴望的,熱心的,貪婪的 stigmatize打烙印,作上記號;誣蔑,指責;stigma烙印;恥辱;暇疵 untapped未使用的,未去塞的,未被利用的;tap開發,利用 title頭銜;名稱,標題;冠軍take the 1500 meters ~獲得1500米冠軍;權利,資格;[常用復]字幕 全文翻譯 丹尼斯?富爾頓童年的大部分時光是在玩電腦游戲中度過的,而且這種迷戀一直持續到她成年后。因此,如今34歲的丹尼斯?富爾頓任職德克薩斯州奧斯汀一家電視游戲公司的執行制作人就不足為奇了,她在該公司監督流行游戲Deus Ex系列下一部分的制作。令人吃驚的是:富爾頓女士出現在游戲領域是多么稀罕的事情。做幕后工作和在電腦前一樣,電視游戲都是男性的世界。 非正式的估計顯示,涉足工業領域的女性大約占10%,即便這樣,大多數的工作都傾向于客戶服務、銷售和質量保證方面。相當少的女性成為游戲的設計者和制作者。做程序師的女性就更少了。索尼在線娛樂的高級設計師Sheri Graner Ray說:不是因為女性在考慮之后放棄進入這個行業的想法,而是因為游戲行業從沒有進入到她們的雷達搜索領域中。 這一原因在電腦游戲行業是不言而喻的道理。在這一行業工作的人往往是作為殷切的游戲愛好者從事這種工作的。玩電視游戲,尤其是那些充斥著暴力畫面的游戲,一直都是男性的追求。據駐紐約的市場調查公司NPD組織發現,約81%的電視游戲玩家為男性。富爾頓女士說:這是一個雞生蛋蛋生雞的事情。她看到自己這種工作的求職簡歷幾乎都來自男性。如果有更多的女性玩游戲,她們可能會將其視為媒介而產生興趣,也可能選擇它作為事業來追求。但是它仍然被標榜為男孩子的專利。 然而目前,制造商開始考慮制造像Sims這樣更能吸引女性的游戲,Sims是被認為在女性中最為流行的角色扮演游戲之一。加州克萊爾蒙特哈維瑪德學院的計算機科學副教授伊麗莎白?斯維迪克說:女性不玩游戲是因為現有的游戲都是為男性設計的。 制造商了解未開發的市場仍有很大比例。NPD的高級經理大衛?萊利說他們已經認識到必須吸引女性。隨著更多的游戲以女孩和婦女為市場銷售的對象,將會有越來越多的女性最終選擇這一行業作為職業。 對富爾頓來說,設計新的Deus Ex游戲吸引她的地方是可以給游戲玩家提供一個選擇不那么暴力的版本的機會。作為制作者的她說,設計能吸引更廣泛的用戶的游戲工作吸引到了她。富爾頓說:我當然想要繼續為設計那些不僅僅是通常的、暴力的、射殺風格的游戲標題而努力。 然而,她也提到,在Ion Storm的工作現實要求她最大限度地實現所制作的游戲的成功。我可以突出那些具有更廣泛的吸引力的特點,但是最終需要的是符合發行商和市場的期待。她說。
2023復習正在如火如荼的進行中,考研專家建議可以按考研題型分別進行重點復習,是考研英語中分值最高的,在線小編特地整理了2023理解模擬試題供大家模擬練習,希望大家認真做題,錯題著重看解析及譯文,經過練習閱讀理解能力必能有所提高。 四十五、游戲開發領域重男輕女 Denise Fulton spent much of her childhood playing computer games. And the fascination continued into her adult years. So it is not surprising that today Ms. Fulton, 34, is an executive producer in a video game company in Austin, Tex., where she is overseeing the next installment in the popular Deus Ex series. The surprising part is how rare Ms. Fulton is. Behind the computer screen, as in front of it, video games are a mans world. Informal estimates put the percentage of women in the industry at around 10 percent, and even then, most tend to be in jobs in customer service, marketing and quality assurance. Relatively few women work as game designers and producers, and even fewer are programmers. Its not so much that women look at the industry and discard the idea, said Sheri Graner Ray, a senior game designer at Sony Online Entertainment. Its that the game industry just never even comes up on their radar. The reason has to do with a truism about the computer game industry. Those who work in the industry tend to enter their jobs as avid gamers. And playing video games, especially those loaded with graphic violence, has been a male pursuit. According to the NPD Group, a market research firm based in New York, some 81 percent of video-game players are male. Its a chicken-or-egg thing, said Ms. Fulton, who sees a lot of rsums in her job, almost all from men. If more women were playing games, they might get interested in games as a medium and might choose to pursue that as a career. But its still stigmatized as boy thing. Now, though, manufacturers are starting to think about making games that are more appealing to women, like the Sims, a role-playing game that is viewed as one of the most popular games among women. Women do not play games because the games that are out there are designed for men, said Elizabeth Sweedyk, an assistant professor of computer science at Harvey Mudd College in Claremont, Calif. Manufacturers understand there is a huge untapped portion of the market. Theyve realized they have to appeal to women, said David Riley, senior manager at NPD. And as more games are marketed to, and played by, girls and women, more women eventually may end up choosing a career in the industry. For Ms. Fulton, one of the things that appealed to her about designing the new Deus Ex game is that players are given the option of a less violent version. As a producer, she said, she is drawn to work on games that draw a wider audience. I definitely want to continue to work on titles that are more than the standard, violence-based, shoot-and-kill play style, she said. But the reality of her job at Ion Storm, she added, demands that she maximize the potential success of the titles she works on. I can encourage the development of features that might have a broader appeal, but ultimately need to fulfill the expectations of publisher and market, she said. 1.According to the passage, Denise Fulton is. [A] a game lover, producer and programmer [B] making and marketing her own game [C] supportive of designing games only for women [D] an opponent of violence in video games 2.What can we infer from the passage? [A] Women are thought to be better in communicating and creating relationships. [B] There is strong discrimination against female workers in the game industry. [C] Women occupy about 10% of occupations as game programmers, designers and producers. [D] The percentage of women participants in the game industry is declining. 3.In the authors eyes, . [A] the gaming industry was very male-oriented [B] men are more avid for adventures than woman [C] there is lack of role models for women in the game industry [D] only women in the gaming industry is trying to change it 4.Ms. Fulton is likely to agree with the following EXCEPT. [A] nonviolent video games will attract a wider range of customers [B] women are less interested in playing games and choosing it as a career [C] women are more intelligent than men in game designing. [D] the success of video games depends on customers and publishers 5.The main reason for few women entering game industry is probably that. [A] women are disgusted with aggression and open competition [B] playing games is stigmatized as a male-only pursuit [C] most video games are designed for men and appeal to no women [D] the massive potential of games market has not been tapped 答案:1.D 2.A 3.A 4.C 5.C 核心詞匯或超綱詞匯 fascination迷惑力,魅力;fascinate迷住,吸引,使感興趣 oversee俯瞰,監視,檢查,視察 avid渴望的,熱心的,貪婪的 stigmatize打烙印,作上記號;誣蔑,指責;stigma烙印;恥辱;暇疵 untapped未使用的,未去塞的,未被利用的;tap開發,利用 title頭銜;名稱,標題;冠軍take the 1500 meters ~獲得1500米冠軍;權利,資格;[常用復]字幕 全文翻譯 丹尼斯?富爾頓童年的大部分時光是在玩電腦游戲中度過的,而且這種迷戀一直持續到她成年后。因此,如今34歲的丹尼斯?富爾頓任職德克薩斯州奧斯汀一家電視游戲公司的執行制作人就不足為奇了,她在該公司監督流行游戲Deus Ex系列下一部分的制作。令人吃驚的是:富爾頓女士出現在游戲領域是多么稀罕的事情。做幕后工作和在電腦前一樣,電視游戲都是男性的世界。 非正式的估計顯示,涉足工業領域的女性大約占10%,即便這樣,大多數的工作都傾向于客戶服務、銷售和質量保證方面。相當少的女性成為游戲的設計者和制作者。做程序師的女性就更少了。索尼在線娛樂的高級設計師Sheri Graner Ray說:不是因為女性在考慮之后放棄進入這個行業的想法,而是因為游戲行業從沒有進入到她們的雷達搜索領域中。 這一原因在電腦游戲行業是不言而喻的道理。在這一行業工作的人往往是作為殷切的游戲愛好者從事這種工作的。玩電視游戲,尤其是那些充斥著暴力畫面的游戲,一直都是男性的追求。據駐紐約的市場調查公司NPD組織發現,約81%的電視游戲玩家為男性。富爾頓女士說:這是一個雞生蛋蛋生雞的事情。她看到自己這種工作的求職簡歷幾乎都來自男性。如果有更多的女性玩游戲,她們可能會將其視為媒介而產生興趣,也可能選擇它作為事業來追求。但是它仍然被標榜為男孩子的專利。 然而目前,制造商開始考慮制造像Sims這樣更能吸引女性的游戲,Sims是被認為在女性中最為流行的角色扮演游戲之一。加州克萊爾蒙特哈維瑪德學院的計算機科學副教授伊麗莎白?斯維迪克說:女性不玩游戲是因為現有的游戲都是為男性設計的。 制造商了解未開發的市場仍有很大比例。NPD的高級經理大衛?萊利說他們已經認識到必須吸引女性。隨著更多的游戲以女孩和婦女為市場銷售的對象,將會有越來越多的女性最終選擇這一行業作為職業。 對富爾頓來說,設計新的Deus Ex游戲吸引她的地方是可以給游戲玩家提供一個選擇不那么暴力的版本的機會。作為制作者的她說,設計能吸引更廣泛的用戶的游戲工作吸引到了她。富爾頓說:我當然想要繼續為設計那些不僅僅是通常的、暴力的、射殺風格的游戲標題而努力。 然而,她也提到,在Ion Storm的工作現實要求她最大限度地實現所制作的游戲的成功。我可以突出那些具有更廣泛的吸引力的特點,但是最終需要的是符合發行商和市場的期待。她說。