同等学力申硕英语真题练习(4)

来源:辅翔同等学力 时间:2020-01-09 15:47:05

  以下是摘选自2019年同等学力申硕英语考试真题的例题,参加2020同等学力申硕考试的考生们赶紧拿起笔练习起来。

  Part III Reading Comprehension (25 points)

  Section A

  Directions: In this section, there are four passages followed by questions or unfinished statements, each with four suggested answers A, B, C and D. Choose the best answer and mark your answer on the Answer Sheet.

  Passage Two

  You've probably being seeing and hearing a lot more about “eSports” lately. Major television networks are broadcasting competitions, and even more mainstream media coverage is planned for the near future. What are eSports and why are they so popular?

  Loosely defined, eSports are video game competitions. These can be anything from a local tournament(锦标赛)in a video game store to those staged in 25,000 - seat arenas, watched live by millions of people around the world. In practical terms, “eSports” refers to the competitions engineered by global organizations that culminate in big-money championship tournaments - dollar figures that can exceed $1,000,000 for winners.

  That second question - “why are they getting so popular?” - is more nuanced. The biggest reason is that fans of games enjoy watching them played at the highest level. It's fun seeing the top players in the world do what they do best. There are plenty of other reasons the eSports community is growing. All of the controversies, drama, and compelling individuals from the mainstream sports world exist in eSports as well. Top players move from team to team like free agents, retire and return to competition unexpectedly, and experience unlikely come-from- behind victories and crushing defeats. New challengers consistently emerge on the scene, ready to take down championship teams and generate compelling rivalries. The parallels with traditional sports and eSports are more numerous that many realize.

  Perhaps the biggest difference between traditional sports and eSports is the viewers. Unlike mainstream athletic competitions, consumers of eSports are overwhelmingly young and male. For example, over 70 percent of League of Legends (the most popular eSports game in terms of dollars and participants)viewers are males, and the vast majority of them under 26. This means a couple of things, both of them appealing to advertisers looking to reach this young and lucrative market - the audience will grow as more youngsters are introduced, and as they get older,their purchasing power increases.

  26.It is stated in Paragraph 1 that eSport have ______

  A. caused competition among media

  B. drawn an increasing number of youths

  C. created many broadcasting companies

  D. attracted major television networks.

  27. According to Paragraph 2, eSports ______

  A. can be staged only in local stadiums

  B. can lead to a huge sum of award

  C. may be hard to define precisely

  D. maybe loosely linked to video games

  28.The word “nuanced” (Para 3) most probably means “______”

  A. strange   B. outstanding

  C. specific   D. complicated

  29. Which of the following is NOT a reason for the growth of the eSports community?

  A. The stories about the top players.

  B. The fun of watching top-level performance.

  C. The investment from governments.

  D. The parallels with the mainstream sports.

  30. Traditional sports and eSports are different mainly in______

  A. their rules   B. their importance

  C. their profits  D. their audiences

  答案及解析

  【参考译文】

  你最近可能已经看到并听到了很多关于“电子竞技”的消息。主要的电视网络都是广播竞赛,甚至更多的主流媒体也计划在不久的将来对其进行报道。什么是电子竞技?为什么它们这么受欢迎?

  广义定义的电子竞技是电子游戏竞赛。这些比赛可以是当地电玩商店举办的比赛,也可以是在25000个座位的体育场举行的比赛,由全球数百万人在现场观看。实际上,“电子竞技”指的是由全球组织策划的比赛,这些比赛最终以巨额锦标赛的形式达到高潮,获胜者的奖金可以超过100万美元。

  第二个问题—“为什么它们如此受欢迎?”

  更加微妙,最大的原因是游戏迷们喜欢观看他们在最高水平上的比赛。看到世界顶级玩家做他们最擅长的事情,这很有趣,电子竞技社区的发展还有很多其他原因。所有来自主流体育界的争议、戏剧和引人注目的人的故事都存在于电子竞技中,顶级玩家像自由队员一样从一个战队转移到另一个战队,出人意料地退役并重返赛场,经历了不太可能逆转的胜利和惨败。新的挑战者不断出现在舞台上,随时准备击败冠军战队,这样的赛事赚足了眼球。传统体育和电子竞技的相似之处比许多人意识到的要多也许传统体育和电子竞技最大的区别在于观众。主流体育赛事吸引了广泛的人群,与之不同的是,电子竞技的消费者绝大多数是年轻人和男性。例如,超过70%的《英雄联盟》以美元和参与者计算最受欢迎的电子竞技游戏)观众是男性,其中绝大多数年龄在26岁以下。这意味着它们都吸引着希望进入这个年轻且有利可图的市场的广告商—随着年轻人被吸引加入,游戏的受众逐渐增加,随着年龄增长,他们的购买力也会增加。

  26.D【解析】根据笫一段第二句话“ Major television networks are broadcasting competitions,and even more mainstream media coverage is planned for the near future.”可知,电子竞技已经吸引到各大电视网络,甚至有更多的主流媒体将在未来报道相关的比赛,故选D。

  27.B【解析】根据第二段最后一句话“… eSports’ refers to the competitions engineered by lobal organizations that culminate in big-money championship tournaments--dollar figures that can ex-gle ceed S1,o0.000 for winners.”可知,电子竞技是由全球组织策划的比赛,最终以巨额锦标赛的形式达到高潮,获胜者的奖金可超过100万美元,故选B。

  28.D【解析】根据第三段第二句话“ The biggest reason is that fans of games enjoy watching them played at the highest level.”和第四句话“ There are plenty of other reasons the est ports community is growing.”可知,电子竞技受欢迎的原因有很多,所以它受欢迎的原因是复杂的,故选D。

  29.C【解析】题目问不是电子竟技社区发展的原因,第三段都是在说电子竞技受欢迎的原因,根据第三段第二、第三句话“ The biggest reason is that fans of games enjoy watching them played at the highest level.It' s fun seeing the top players in the world do what they do best.”可知,B项观看顶级表演的乐趣是正确的,再根据第三段最后一句话“ The parallels with traditional sports and eSports are more numerous than many realize.”电子竟技和主流体育有很多相似之处,所以D项也是正确的,根据第三段第五句话“ All of the controversies, drama, and compelling individuals from the mainstream orts world exist in eSports as wel ell”可知,A项是正确的。根据第四段第四句话“This means a cou ple of things, both of them appealing to advertisers looking to reach this young and lucrative market. ”aT知吸引投资的是广告商,而不是政府,C项错误,故选C。

  30.D【解析】根据第四段第一句话“ Perhaps the biggest difference between traditional sports and eSports is the viewers.”可知,传统体育与电子竟技的主要区别在于观众,故选D。

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