Полное понимание информации в тексте: выбор одного правильного ответа из четырёх предложенных · 52 задания
- Задание №18№18Лёгкое
At the end of the article the author tries to... 1) suggest ways to become more positive. 2) share her experience of optimistic practices. 3) encourag…
Чтение: полное понимание
- Задание №18№18Среднее
The author of the article aims to … 1) advise on how to balance work and study. 2) highlight the disadvantages of part-time work. 3) explain how to fi…
Чтение: полное понимание
- Задание №18№18Лёгкое
What is the author’s overall impression of Russia on New Year’s eve? 1) It is very noisy. 2) It is definitely worth visiting. 3) It is too cold in win…
Чтение: полное понимание
- Задание №18№18Сложное
What are people sure to experience when coming to stay in a different country, according to the author? 1) Both good and bad emotions. 2) Language bar…
Чтение: полное понимание
- Задание №18№18Среднее
The main goal of the article is to … 1) discuss the reasons for obesity and chronic diseases. 2) call the readers’ attention to the importance of coll…
Чтение: полное понимание
- Задание №18№18Лёгкое
How can the author’s weekend experience be described? 1) Thought-provoking. 2) Eye - opening. 3) Time-consuming. 4) Pressure-free.
Чтение: полное понимание
- Задание №18№18Лёгкое
What is the authors’ overall attitude to video games? 1) Cautious. 2) Intrigued. 3) Enthusiastic. 4) Astonished.
Чтение: полное понимание
- Задание №18№18Лёгкое
Ian Young believes that the 21st century demands that a teacher becomes more … 1) creative. 2) hardworking. 3) entertaining. 4) informative.
Чтение: полное понимание
- Задание №18№18Сложное
We may conclude from the last paragraph that Martin’s store … 1) is what Martin’s project was all about. 2) serves coffee that is very different from…
Чтение: полное понимание
- Задание №18№18Среднее
Even though decaffeinated coffee has been improved, the author … 1) is for the ban of decaffeination. 2) believes that it’s bad for health. 3) still p…
Чтение: полное понимание
- Задание №18№18Сложное
The major aim of the article is to … 1) show the author’s experience of philanthropy. 2) criticize how the donors’ money is spent. 3) explain what phi…
Чтение: полное понимание
- Задание №18№18Среднее
What is the author’s overall attitude to attendance requirements? 1) Absence should be approved by university or by responsible adults. 2) It is up to…
Чтение: полное понимание
In the last paragraph the author of the article aims 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
4
Пояснение
Разбор. Для определения цели автора в последнем абзаце необходимо проанализировать его основную мысль и итоговые выводы. В этом фрагменте текста автор подводит итог своим рассуждениям о пользе видеоигр для социализации.
В первом предложении абзаца автор констатирует факт: «Children and teens are spending more and more time playing video games online with their friends». Далее он прямо заявляет, что этот опыт положителен, так как позволяет общаться: «allowing them to communicate with others». Ключевым аргументом в пользу того, что игры способствуют взаимодействию, является фраза: «This unconventional method of communication is helpful in fostering connections while building the skills and confidence necessary to interact face-to-face». Здесь автор подчеркивает, что игры помогают «укреплять связи» и развивать навыки для личного общения. Завершается текст призывом признать игры «источником социальной поддержки» («source of social support»). Все эти тезисы подтверждают, что основная цель — доказать, что видеоигры стимулируют и поддерживают социальное взаимодействие (promote interaction).
Рассмотрим, почему другие варианты не подходят:
- Вариант 1 (encourage young people to play video games) неверен, так как автор не призывает молодежь играть больше, а лишь анализирует уже существующее положение дел и защищает пользу этого занятия перед критиками.
- Вариант 2 (soothe parents opposed to video games) не является основной целью именно последнего абзаца. Хотя статья в целом может успокоить родителей, финальный абзац носит более обобщающий, аргументированный характер, направленный на признание социальной значимости игр в обществе.
- Вариант 3 (compare online and offline communication) не подходит, так как автор не противопоставляет эти виды общения, а, наоборот, показывает, как онлайн-взаимодействие помогает развивать навыки для офлайн-общения («building the skills... to interact face-to-face»).
Ответ: 4
Источник: ФИПИ