组卷网 > 高中英语综合库 > 主题 > 人与自我 > 兴趣与爱好 > 游戏
题型:阅读理解-阅读单选 难度:0.65 引用次数:56 题号:21178669

Hangzhou Asian Games are defined as a great success. For 16 days over 12,000 athletes from 45 countries and regions across Asia competed over 480 events, broke 13 world records and shared unforgettable moments in Hangzhou. It is worth mentioning that in this 19th edition of Asian Games break-dancing and e-sports made their debuts as official medal sports.

In Asia, e-sport games are more popular than traditional sport, making it the leading region for e-sports and, within Asia, China is undoubtedly the region leader as well as the largest e-sports market in the world, accounting for “34% of global industry income in that category, Asia combined takes 53%”, says Niko Partners in their market research reported by MIT Technology Review.

Within China, e-sports are run like any popular sport and have been for a long time: there are regional clubs, each with its home stadium; competitions featuring different levels of talent make it possible for the industry to evaluate the players (and also for the players to make a living); and in recent years, star players have even been marketed like celebrities, attracting crazy fan groups.

For the first time in history, the Asian Games included e-sports as medal-earning event, with over 20 countries competing in seven e-sport games making it the “highest-stakes mobile game match that’s ever been played” according to MIT Technology Review: “Of all the competitions taking place, e-sports is the only one in which arena(竞技场) tickets were sold on a lottery(抽签) basis because of skyrocketing demand. There were over 5 million lottery buyers for all the e-sports events; each had a 0.5% chance of getting a ticket.”

The reason for such popularity has been identified in the drive of the major Chinese tech companies promoting the rise of mobile gaming in China and making the e-sports more accessible to people who don’t have computers or consoles(游戏机). The popularity of e-sports is particularly intense among young people, for this reason brands like Disney or Nintendo are recruiting companies like Tencent to make their mobile games.

1. Where is this text probably taken from?
A.textbook.B.A travel journal.C.A science fiction.D.A sports magazine.
2. Why is e-sports in Hangzhou Asian Games the only event that requires a lottery to purchase tickets?
A.Because e-sports is so popular.B.Because the venue is not spacious.
C.Because it can add fun to e-sports.D.Because it can help promote e-sports.
3. What is the main reason for the fact that E-sports become popular in China?
A.People’s intense interest in digitalization.
B.The large young population of the country.
C.People’s easy access to mobile games.
D.The government’s promotion of the sport.
4. What is the suitable title for the passage?
A.The Origin of E-sports
B.The First Appearance of E-sports in Asian Games
C.The Development of E-sports
D.D. The Popularity of E-sports in Asia

相似题推荐

阅读理解-阅读单选(约370词) | 适中 (0.65)
名校

【推荐1】Mayen was born on the way to a refugee camp (难民营) in Uganda during wartime. His parents fled from South Sudan and its decades-long civil war. For 22 of his 24 years of life, he grew up there, with no electricity. When Mayen saw a laptop at a registration station for the refugee camp, he told his mother he wanted one. She saved up for three years to buy one for him. When she gave it to him in 2013 , he burst into tears.

He took it to an Internet café, charged his computer and discovered the joy of playing games. He didn’t know how video games were made. But he knew in his heart he wanted to learn to code.

He needed instruction. A friend gave him coding tutorials as well as a copy of video game: Grand Theft Auto, which encourages players to take violent actions. But as a child born in a violent war, Mayen thought about how to create a game that could inspire peace. He taught himself to make games and formed his own company, Junub Games.

“I realized the power of gaming,” he said. “Games can be helpful for peace and conflict resolution.”

With the inspiration, he created a game called Salaam (an Arabic word that means peace), about protecting communities from destruction. Mayen shared the game on his Facebook page, and that’s when he started attracting international attention.

In 2018, Mayen appeared at The Game Awards in Los Angeles, where he was named a Global Gaming Citizen for using gaming to promote “positivity” and community. His vision is to use the game to inspire empathy for refugees. He’s working on a charitable component so that when players make in-app purchases of extra resources in the game, a portion would go to an organization at a refugee camp. In this way, they’re supporting actual refugees’ lives.

Mayen now lives in Washington, D.C. working with a small team on a virtual reality game. “Maybe one day, my dream will come true, making the biggest video game studio that makes games for peace,” Mayen said.

1. Mayen’s journey to becoming a game developer can be described as ________.
A.rare and amazingB.smooth and lucky
C.rocky and roughD.painful and tearful
2. What inspired Mayen to make the game Salaam?
A.His dream to distinguish himself in the field.
B.Games’ power of promoting peace and community.
C.His hope to earn enough money to support his family.
D.Games’ function as a charitable activity.
3. Which of the following is the best title for the passage?
A.A Man’s Struggle for Peace.
B.From Refugee Camp to Washington D. C.
C.A Man’s Road to Success.
D.From Refugee to Game Developer.
2022-01-23更新 | 94次组卷
阅读理解-七选五(约220词) | 适中 (0.65)
名校

【推荐2】Children's Games in Ancient China Unlike the children nowadays, the children during ancient times didn't have smart phone, iPad or computer to entertain themselves.    1    Let's take a look.

Kicking stone balls

During the Qing Dynasty, kicking a stone ball around was a popular sport in the northern part of China, and it was often played in the winter to keep warm. Stones were carved into small balls and kicked along with feet.

Flying kites

Kites have quite a long history. The earliest kites were made of wood, instead of paper. Nowadays, the three most famous kites are the Beijing kite, Tianjin kite and Weifang kite.     2    . For example, the swallow-shaped kite is a well-known Beijing style.

Playing hide-and-seek

Hide-and-seek is a traditional game for children, popular around the nation. Even nowadays, many children like playing it. There are two ways to play. One way is covering a child's eyes while other kids run around to tease him.     3    

    4    

The closest thing to watching a film or television for entertainment during ancient times was going to see a shadow play. Folk artists manipulate puppets behind the screen, narrating stories and accompanied by music.

Setting off firecrackers

Firecrackers have a history of more than 2,000 years. It is said that there was a beast named Nian in ancient China.    5    After gunpowder was invented, it gradually replaced the bamboo joint cracker. Crackers are still set off during Spring Festival to symbolize auspiciousness.

A.Watching shadow plays.
B.Each of them has distinctive features.
C.Different materials are used to make the kite.
D.Shadow plays were the popular entertaining form in ancient times.
E.And to scare off the beast, people burnt bamboo joints to make it blast.
F.More commonly, participants hide and one child must try to find them.
G.Instead, they came up with interesting games to play in their childhood.
2020-01-21更新 | 105次组卷
阅读理解-阅读单选(约360词) | 适中 (0.65)
名校

【推荐3】According to game maker Hasbro, approximately 750 million people have played the well-known game Monopoly since it was invented in the 1930s. Charles Darrow is typically credited as the inventor of the world's most famous board game. However, he likely originated his version of Monopoly from one of several other games similarly involving house buying and selling that were already in existence before the 1930s when he got his patent for the game.

A probable reason that Darrow's Monopoly became the hugely successful game that still exists today is that he took a great approach to producing it. Other similar games existed, but they had no board or regulation pieces. With the help of his wife and son, who decorated the sets with details, Darrow personally created the pieces and boards that became the first Monopoly game sets. His extra work in creating the entire environment that players needed gave his game something extra that other variations did not have.

Darrow had success in selling his games in various parts of the country. Several Philly area stores were the first to carry his game and sell it in large quantities. However, Darrow had difficulty selling his game to the major game producer of the time, Parker Brothers. He was told that his game was too complex and had fundamental errors in its design that would limit its appeal.

Eventually, the continued sales he managed on his own forced Parker Brothers to reassess the worth of his game. In the end, the company agreed to produce the game and shortly afterwards it became the bestselling game in the country.

That success turned Charles Darrow into a millionaire, which is the heavy irony. Darrow initially began work on Monopoly to help support himself and his family following the financial troubles tied to the stock market crash of 1929. Thus, Charles Darrow became a millionaire by producing a game that allows “regular” people to feel like they are buying and selling real homes and land like millionaires.

1. What made Darrow's Monopoly different from other similar games?
A.The way of avoiding financial troubles.
B.The safe environment created for players.
C.The buying and selling of real homes and land.
D.The specific pieces and a playing board in each set.
2. The author suggests in Paragraph 3 that ________.
A.Monopoly was ill too complex to play
B.Darrow failed to make expected profit in Philly
C.certain errors in Monopoly limited its attraction
D.some people once doubted Monopoly would be popular
3. What does the underlined word “irony” in the last paragraph mean?
A.Financial gain.B.Unexpected result.
C.Marketing plan.D.Unsatisfying reward.
4. What is the passage mainly about?
A.The difficulties in Darrow's life.B.The comparison of some board games.
C.The way to the success of Darrow's game.D.The business management of Parker Brothers.
2021-10-16更新 | 56次组卷
共计 平均难度:一般