A
We think of kids playing video games as being in a sort of separation, quiet in their darkened bedrooms. In truth, they are usually communicating with other gamers, via audio or text, about the action on the screen. And sometimes the chatter turns from the world of fantasy to real life.
That’s what happened to 14-year-old Reilly last October. While playing Counter-Strike: Global Offensive, he noticed that an online friend, a 13-year-old from Florida, was not his normal enthusiastic self. Reilly’s sense was confirmed when the friend messaged him, “We need to talk.” Reilly immediately called him.
“He starts to open up about what’s going on in his life: ‘I have nothing to live for; I’m going to kill myself,’” Reilly told nbcconnecticut.com. “He couldn’t even talk; he was crying so much.” Unable to verbally convey his pain, his friend typed out, “Tonight is going to be the night.”
Suicide is a lot to throw at a high school kid in the US, but Reilly, a sophomore (高二学生) at the time, resolved to stay on the line for as long as he was needed. “I knew he didn’t want to be alone, and I didn’t want him to go,” he told WFSB. “He’s my friend. I didn’t want him to die.” For two hours, Reilly said everything he could think of to persuade his friend to embrace life. “I just kept reassuring him, ‘You’ve got a lot to live for,’” says Reilly. “I said, I’ll see you tomorrow. I’m going to be playing with you tomorrow. You promise, nothing is going to happen tonight.’” About that time, Reilly’s parents came home from dinner. He filled them in, and they contacted Florida police, who tracked down the boy.
The troubled teen is doing well now, thanks to a good friend-one he’d never met in person-who was willing to put down the keyboard and lend an ear. Says Reilly’s mother, “You just have to show up and talk to people. And listen.”
1. How does the author begin this text?
A. By giving examples. B. By introducing the topic.
C. By sharing his experience. D. By listing some facts.
2. What did Reilly realize when messaged “We need to talk”?
A. His friend needed an ear from someone.
B. His friend suspected Reilly’s honesty.
C. His friend tried to commit suicide.
D. His friend would like to meet Reilly in real life.
3. What message does the text mainly convey?
A. Online friendship is limited to actions on the screen.
B. Online friendship often starts in network chat rooms.
C. Online friendship can be stronger than people may think.
D. Online friends are more reliable than those in real life.
【答案】1. B 2. A 3. C
【解析】
这是一篇夹叙夹议的文章。文章通过讲述Reilly愿意倾听网络朋友的痛苦,成功阻止了网友自杀的故事,说明了网络友谊可能比人们想象的更强大。
【1题详解】
推理判断题。根据第一段We think of kids playing video games as being in a sort of separation, quiet in their darkened bedrooms. In truth, they are usually communicating with other gamers, via audio or text, about the action on the screen. And sometimes the chatter turns from the world of fantasy to real life.(我们认为玩电子游戏的孩子是一种隔离,安静地待在昏暗的卧室里。事实上,他们通常是通过音频或文本与其他玩家交流屏幕上的动作。有时候聊天会从幻想世界变成现实生活)可知作者是通过引入主题开始这篇文章的。故选B。
【2题详解】
推理判断题。根据第二段Reilly’s sense was confirmed when the friend messaged him, “We need to talk.” Reilly immediately called him.(当朋友给他发信息说:“我们需要谈谈。” Reilly立即给他打了电话)可推知,当Reilly收到“我们需要谈谈”的短信时,他意识到了他的朋友需要向别人倾诉。故选A。
【3题详解】
推理判断题。根据最后一段The troubled teen is doing well now, thanks to a good friend-one he’d never met in person-who was willing to put down the keyboard and lend an ear.(这个问题少年现在过得很好,多亏了一个好朋友——一个他从未谋面的人——他愿意放下键盘,倾听别人的痛苦)以及结合文章内容,可知这篇文章主要传达了“网络友谊可能比人们想象的更强大”这样的信息。故选C。