文章大意:这是一篇议论文。多年来,父母们经常抱怨他们的孩子对智能手机“上瘾”。然而,今天,越来越多的医生从字面上使用这个术语。文章主要说明了心理学家对于游戏上瘾的不同看法以及作者认为游戏公司应该主动采取行动向研究人员提供更多的数据,来诊断成瘾问题。
【推荐3】No business would welcome being compared to Big Tobacco or gambling. Yet that is what is happening to makers of video games. For years parents have casually complained that their offspring are “addicted” to their smartphones. Today, ________, ever more doctors have using the term literally.
On January 1st “gaming disorder” — in which games are played ________, despite causing harm — gains recognition from the Worth Health Organization. A few months ago China, the world's biggest gaming market, announced new rules limiting children to just a single hour of play a day. Western politicians worry publicly about some games' similarity to gambling. Clinics are sprouting around the world, promising to cure patients of their habit.
Are games really addictive? Psychologists are ________. The case for the defence is that this is just another moral panic. Killjoys in the past issued ________ serious warnings about television, rock 'n' roll, jazz, comic books, and even novels. As the newest form of mass media, gaming is merely enduring its own time in the stocks before it eventually ceases to be controversial. Furthermore, defenders argue, the criteria used to diagnose gaming addiction are too ________. Obsessive gaming, they suggest, is as likely to be a symptom (of depression, say) as a disorder in its own right.
The prosecution refutes that, unlike rock bands or novelists, games developers have both the motive and the means to engineer their products to make them ________. The motive arises from a business-model shift. Many use a "free-mium" model, in which the game is free and money is made from purchases of in-game goods. That ________ playtime directly to profits. The means is a combination of psychological theory and data that helps games-makers ________ that playtime. Psychologists already know quite a lot about the sorts of things that animals, including humans, find rewarding. Smartphones use their permanent internet connections to send gameplay data back to developers. That allows products to be constantly fine-tuned to ________ spending.
While psychologists argue about the finer points of what exactly counts as addiction, the industry should recognize that, in the real world, it has a problem. Clinics are already reporting booming business, as lock-downs have given gamers more time to spend with their hobby. The regulatory climate for tech is getting ________. And being associated in the public mind, fairly or not, with gambling and tobacco will not do the industry any favours.
It would be wise to get ahead of the discussion. A good place to start would be with hard data. Many of the studies supporting the opinion that games are addictive in a ________ sense are not clear: they rely on self-reported symptoms, contested diagnostic criteria, and so on. Even basic questions about the amount of time and money spent by users are hard to answer. The industry has an abundance of ________ that could help. But gaming firms mostly keep details of how gamers behave ________, citing commercial sensitivity.
In the long run, that will prove unwise. Gaming firms should make more of their data available to researchers. If — as seems likely — worries about addictiveness are ________, it is hard to think of a clearer way of showing it. And if not, it is better for firms to recognize the problem now and do something about it ________. The alternative is that regulators will force them to act. And once a government is seized by a fit of moral panic, it can lash out.
1. A.however | B.therefore | C.still | D.instead |
2. A.superbly | B.compulsively | C.brilliantly | D.proportionately |
3. A.split | B.determined | C.diversified | D.misunderstood |
4. A.directly | B.jointly | C.similarly | D.formally |
5. A.loose | B.objective | C.basic | D.strict |
6. A.valuable | B.marketable | C.accessible | D.irresistible |
7. A.applies | B.ties | C.adds | D.draws |
8. A.control | B.reduce | C.maximize | D.restrict |
9. A.cut | B.boost | C.finance | D.balance |
10. A.milder | B.damper | C.gentler | D.chillier |
11. A.broad | B.legal | C.technical | D.medical |
12. A.data | B.time | C.wealth | D.leisure |
13. A.open | B.secret | C.independent | D.reliable |
14. A.overblown | B.shared | C.eased | D.dismissed |
15. A.reluctantly | B.thoroughly | C.voluntarily | D.adequately |