久留米大学英語2013年第1問
Like gambling, drugs, and alcohol, video and computer games can be habit forming. Playing them constantly can cause a variety of behavioral problems. These include loss of personal control, social withdrawal, dishonesty lying to family and friends), and the inability to ( a ) fantasy from reality. Addicted gamers can even resort to criminal activity to support their addiction. There's also the problem of aggression: some studies contend that playing violent video games is directly linked to violent behavior in the real world.
But there's another side to the story, too. Games have great potential as learning and healing tools. For instance, First things First, and experimental curriculum being tried out in several schools in the united States, presents high school math as a series of levels that encourage students to master basic concepts, as they would in a game, before advancing to the next level. The program has been highly successful participating students have scored impressive ( b ) in statewide tests, with some improving as much as 40%. And in the field of mental health, game playing (using puzzle-solving games in particular) is effective in decreasing the symptoms of Post Traumatic Stress Disorder (PTSD). Patients experience fewer flashbacks and nightmares and feel far less anxiety overall.
A recent article in The Net York Times asks if games might not have other important functions as well. Is there some way the skills, determination, optimism, and confidence games develop can be used to make us better people and solve real-world problems? Games are designed to produce instantaneous feedback and continual ( c ). Though players may fail over and over, they remain motivated to keep going. Effort is rewarded, not just success. Short-term goals lead to long-term achievement. To make work, school, and other social institutions as ( d ) as games, the Times suggests, we need to emulate these basic gaming assets: “One of the most profound transformations we can loam from games is how to turn the sense that someone has 'failed' into the sense that he or she 'hasn't succeeded yet.'”
It seems that when used effectively games can instill a sense of productivity and purpose in our lives. Games can work to build a strong social fabric and create a ( e ) of meaning in society, making each member feel like part of a much bigger picture.
- 1 本文の空所( a )~( e )に入れるのに最も適切な語を、下記の(1)~(4)からそれぞれ1つずつ選び、その番号をマークせよ。
- (a)
- (1) extinguish
- (2) diminish
- (3) distinguish
- (4) establish
- (b)
- (1) increments
- (2) increases
- (3) intervals
- (4) interjections
- (c)
- (1) judgment
- (2) development
- (3) rejection
- (4) encouragement
- (d)
- (1) elective
- (2) deductive
- (3) attractive
- (4) proactive
- (e)
- (1) score
- (2) sense
- (3) scent
- (4) scene
- 2 本文の内容と最もよく適合するものを下配の(a)~(h)から4つ選び、その記号をマークせよ。
- (a) There are no negative consequences from enjoying computer games for extended periods of time.
- (b) Computer games are now being implemented as instructional tools in schools.
- (c) The field of mental health is reserved for advanced-level computer competitions.
- (d) Our ability to function effectively in society may be enhanced through playing games.
- (e) Video games can bring people together and give us a feeling of belonging in society.
- (f) Modern problems are exclusively the result of watching too much electronic media.
- (g) Games emulate real life by demonstrating that one can never receive instantaneous feedback.
- (h) Research has indicated a relationship between video games and players' motivation levels.