Полное понимание информации в тексте: выбор одного правильного ответа из четырёх предложенных · 53 задания
- Задание №13№13Среднее
Which is NOT discussed in the article as an outcome of an optimistic attitude? 1) Fighting a sad mood. 2) Lengthening a person’s life. 3) Overcoming e…
Чтение: полное понимание
- Задание №13№13Лёгкое
Deferring in Paragraph 2 most probably means … 1) rejecting. 2) delaying. 3) getting. 4) choosing.
Чтение: полное понимание
- Задание №13№13Лёгкое
These in Paragraph 3 (“These will be at least minimum wage …”) refers to … 1) jobs on campus. 2) university open days. 3) part-time jobs outside the u…
Чтение: полное понимание
- Задание №13№13Сложное
What does the author NOT advise foreigners to do? 1) Choose presents for hosts carefully. 2) Take an extra pair of home shoes. 3) Ask your hosts quest…
Чтение: полное понимание
- Задание №13№13Сложное
It is implied that your communication skills are … when you live abroad. 1) improved naturally 2) challenged 3) more effective 4) often ignored
Чтение: полное понимание
- Задание №13№13Сложное
Which of the following is NOT true about college eating, according to the author? 1) Food choices in college can determine your future nutrition. 2) M…
Чтение: полное понимание
- Задание №13№13Лёгкое
It in Paragraph 3 (and a lake running alongside it) refers to the … 1) lakeshore. 2) street. 3) shop. 4) church.
Чтение: полное понимание
- Задание №13№13Сложное
This in paragraph 2 (Partly this is to do with how video games have been marketed for the last 30 years) refers to the … 1) access to video games. 2)…
Чтение: полное понимание
- Задание №13№13Сложное
What does the OECD report suggest? 1) Students should not use computers in their studies. 2) The more the students use the computers the worse their r…
Чтение: полное понимание
- Задание №13№13Среднее
The phrase “It didn’t come easy to him” in Paragraph 2 refers to Martin’s … 1) career choice. 2) dedication to coffee. 3) management abilities. 4) res…
Чтение: полное понимание
- Задание №13№13Сложное
The author believes that caffeine in coffee … 1) is part of a healthy diet. 2) is quite low. 3) can’t be removed completely. 4) may determine its tast…
Чтение: полное понимание
- Задание №13№13Сложное
The pronoun They, as used throughout paragraph 3, refers to … 1) future graduates. 2) former students. 3) board members. 4) the author’s friends.
Чтение: полное понимание
This in paragraph 2 (Two researchers studied exactly this in 2006) refers to …
Прочитайте текст и выполните задания 12–18. В каждом задании запишите в поле ответа цифру 1, 2, 3 или 4, соответствующую выбранному Вами варианту ответа.
Video games as social spaces
I imagine most parents of gamers have hollered to their children to stop playing games and be with people. Their children seem totally secluded, sitting all alone, and staring blankly at a screen for hours at a time. Children need to talk to each other, to have conversations, to get out into the world. That’s how we make friends, parents assert. I often hear parents say that video games don’t count as healthy communication; their kids aren’t talking about anything real when they play, they’re just talking about the game or yelling at one another.
Two researchers studied exactly this in 2006. They looked at over 5,800 messages sent while playing an online multiplayer game and examined whether these messages were socio-emotional or task-oriented. Socio-emotional messages are ones which help players connect with one another, such as “Thanks for the help,” and “Wow, that was funny.” Task-oriented messages are focused on the game itself, such as “How do you open this door?”
They found that there were more than 3.2 timesas many socio-emotional messages as task-oriented ones. Additionally, these emotion-based messages were over 2.6 times more likely to be positive than negative. That means that, contrary to parents’ fears, the vast majority of the messages people sent while playing were used to interact with others in a positive way. Although the method of communication is different, the messages sent and connections built are the same.
Even if players were to only spend time talking about the game itself, games would still be a great way to bond with other people. Lots of families have weekly “game nights” in which they play board games to spend time with one another. I spent a few hours playing card games with my family last week and, even though most of the conversation was centered on the games themselves, it was undeniably a bonding experience.
Many teens go to each other’s homes to play video games in the same room. Shared experiences like these are so good at helping people connect that some therapists even use tabletop games as group therapy. In fact, research has shown that many people who meet while playing games online do end up spending time with those people.
There is also evidence to suggest that video games can be safe places to experiment with social interactions for vulnerable people, such as the ones with autism spectrum disorders or those with social anxiety. Video games and other online spaces are “safe” for these individuals because they allow people to communicate when they want to, with little or no pressure to respond and without requiring them to be in the same physical space with others.
Successful conversations require a wide variety of skills that many take for granted, such as reading body language, understanding tone of voice, maintaining eye contact, and rapidly responding to information. Online video games can allow players to talk to others and make friends at their current ability level, even when they are not emotionally or physically able to leave their homes. This can help build the skills and confidence necessary to try it in person.
Children and teens are spending more and more time playing video games online with their friends. For most, this is a positive experience, allowing them to communicate with others even when they are unable to physically be with them. This unconventional method of communication is helpful in fostering connections while building the skills and confidence necessary to interact face-to-face. Video games are a large part of the lives of young people and should be recognized as a source of social support.
Правильный ответ
3
Пояснение
Разбор. Для того чтобы понять, к чему относится указательное местоимение this, необходимо проанализировать содержание предыдущего абзаца, так как местоимение отсылает к уже упомянутой информации.
В первом абзаце автор описывает опасения родителей по поводу того, как их дети проводят время за играми. Основной акцент сделан на качестве общения: "I often hear parents say that video games don’t count as healthy communication; their kids aren’t talking about anything real when they play..." (Я часто слышу, как родители говорят, что видеоигры не считаются здоровым общением; их дети не говорят ни о чем реальном во время игры...). Родители утверждают, что дети просто кричат друг на друга или обсуждают только игровые моменты, то есть ставят под сомнение сам процесс коммуникации в виртуальной среде.
Во втором абзаце предложение "Two researchers studied exactly this in 2006" (Двое исследователей изучили именно это в 2006 году) вводит описание научного труда, целью которого было выяснить характер сообщений в играх: "...examined whether these messages were socio-emotional or task-oriented" (...проверили, были ли эти сообщения социально-эмоциональными или ориентированными на задачу). Таким образом, объектом исследования было именно общение в видеоиграх (communication in video games), его суть и направленность.
Рассмотрим остальные варианты:
- Вариант 1 (отношение родителей) не подходит, так как исследователи изучали не мнения родителей, а реальные сообщения игроков ("messages sent while playing").
- Вариант 2 (эмоции родителей) неверен, так как в тексте упоминаются эмоции самих игроков ("socio-emotional messages"), а не чувства их родителей.
- Вариант 4 (отношение игроков друг к другу) является слишком узким: хотя сообщения помогают строить отношения, исследование в первую очередь классифицировало сам процесс обмена информацией (коммуникацию).
Ответ: 3
Источник: ФИПИ