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Section B
Directions: In this section, you are going to read a passage with ten
statements attached to it. Each statement contains information given in one of
the paragraphs. Identify the paragraph from which the information is
derived.
You may choose a paragraph more than once. Each paragraph is marked with a
letter. Answer the questions by marking the corresponding letter on Answer Sheet
2.
Addicted, Really?
A. Mental-health specialists disagree over whether to classify compulsive
online behaviour as addiction---and how to treat it. Craig Smallwood, a disabled
American war veteran, spent more than 20,000 hours over five years playing an
online role-playing game called "Lineage II". When NCsoft, the South Korean firm
behind the game, accused him of breaking the game's rules and banned him, he was
plunged into depression, severe paranoia (偏执) and hallucinations (幻想). He spent
three weeks in hospital. After that, he sued NCsoft for fraud and negligence (过失
), demanding over $ 9m in damages and claiming that the company acted
negligently by failing to warn him of the danger that he would become "addicted"
to the game.
B. But does it make sense to talk of addiction to online activity?
Mental-health specialists say three online behaviors can become problematic for
many people: video games, pornography ( 色情作品 ) and messaging via e-mail and
social networks. But there is far less agreement about whether any of this
should be called "Internet addiction"--or how to treat it.
C. Some mental-health specialists wanted "Internet addiction" to be
included in the fifth version of psychiatry's bible, the"Diagnostic and
Statistical Manual of Mental Disorders", known as DSM-V, which is currently
being overhauled (全面修订). The American Medical Association endorsed (赞成) the idea
in 2007, only to backtrack( 放弃) days later. The American Journal of Psychiatry
called Internet addiction a "common disorder" and supported its recognition.
Last year the DSM-V drafting group made its decision: lnteruet addiction would
not be included as a "behavioral addiction"--only gambling made the cut--but it
said further study was necessary.
D. Skeptics say there is nothing uniquely addictive about the Internet.
Back in 2000, Joseph Walther, a communications professor at Michigan State
University, co-wrote an article in which he suggested, tongue in cheek, that the
criteria used to call someone an Internet addict might also show that most
professors were "addicted" to academia (学术活动). He argued that other factors,
such as depression, are the real problem.
He stands by that view today. "No scientific evidence has emerged to
suggest that lnternet use is a cause rather than a consequence of some other
sort of issue," he says. "Focusing on and treating people for Internet
addiction, rather than looking for underlying clinical issues, is definitely
unwise."
E. Others disagree. "That would be wrong," says Kimberly Young, a
researcher and therapist who has worked on Interact addiction since 1994. She
insists that the Internet, with its powerfully immersive environments, creates
new problems that people must learn to navigate(应对). Otherwise, the changing
lifestyle will affect the development of the society.
F.No one disputes that online habits can turn toxic. Take South Korea,
where widespread broadband means that the average high-school student plays
video games for 23 hours each week. In 2007 the government estimated that around
210,000 children needed treatment for Internet addiction. In 2010 newspapers
around the globe carried the story of a South Korean couple who fed their infant
daughter so little that she starved to death. Instead of caring for the child,
the couple spent most nights at an Internet cafe, sinking hours into a role-
playing game in which they raised, fed and cared for a virtual daughter. And
several South Korean men have died from exhaustion after marathon, multi-day
gaming sessions.
G. The South Korean government has since asked game developers to adopt a
gaming curfew (宵禁) for children, to prevent them playing between midnight and 8
a.m. At the same time, it has also opened more than 100 clinics for Internet
addiction and sponsored an "Internet rescue camp" for serious cases.
H. But compulsive behaviour is not limited to garners. E-mail or web-use
behaviours can also show signs of addiction. Getting through a business lunch in
which no one pulls out a phone to check their messages now counts as a minor
miracle in many quarters. A deluge (泛滥) of self-help books, most recently "Alone
Together" by Sherry Turlde, a social scientist at the Massachusetts Institute of
Technology, offer advice on how to unplug (去除障碍).
I.Pornography is hardly new, either, but the Internet makes accessing it
much easier than ever before. When something can be summoned in an instant via
broadband, whether it is a game world, an e-mail inbox or pornographic material,
it is harder to resist. New services lead to new complaints. When online auction
sites first became popular, talk of "eBay addiction" soon followed. Dr. Young
says women complain to her now about addiction to Facebook--or even to
"FarmVille", a game playable only within Facebook.
J.Treatment centres have popped up around the world with the popularity of
online games. In 2006 Amsterdam's Smith & Jones facility billed itself as
"the first and, currently, the only residential video-game treatment program in
the world". In America the reSTART Internet Addiction Recovery Program claims to
treat Internet addiction, gaming addiction, and even "texting addiction". In
China, meanwhile, military-style "boot camps" are the preferred way to treat
Internet problems.
K. Yet many people like feeling permanently connected. As Arikia Millikan,
an American blogger, once put it, "If I could be jacked in at every waking hour
of the day, I would, and I think a lot of my peers would do the, same." Bob
LaRose, an Internet specialist at Michigan State University, doesn't believe
her. In his research on college students, he found that most sense when they are
"going overboard and restore self-control". Less than1% have a pathological(病态的)
problem, he adds. For most people, Internet use "is just a habit--and one that
brings us pleasure."
46. According to Joseph Walther, it is unwise to emphasize the treatment of
Internet addiction instead of seeking for potential clinical issues.
47. As online games become popular, treatment centres have sprung up all
over the world.
48. After playing online games continuously for days, several South Korean
men were exhausted to death.
49. Smallwood sued NCsoft and claimed a huge compensation for fraud and its
negligence of warning him of the danger of game addiction.
50. In South Korea, a gaming curfew for children was adopted to prevent
children playing after midnight.
5l. Internet addiction still needs to be further studied though the DSM-V
did not categorize it as a "behavioral addiction".
52. An lnternet specialist found that most college students could realize
when they are going too far and restore self-control.
53. According to mental-health specialists, for many people, video games,
pornography and messaging via e-mail and social networks can become problematic
online behaviors.
54. People regard it as a small miracle if nobody takes out a phone to read
the messages at a business lunch.
55. Kimberly Young insists that people must learn to deal with new problems
brought about by the Interact.
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