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Humanity is migrating to cyberspac e. In the past five years, Americans have doubled the hours they spend online,exceeding their television time and more than tripling the time they spend reading newspapers or magazines.Elias Aboujaoude, a Silicon Valley psychiatrist.finds this alarming. He argues that the Internet is unleashing our worst instincts. It connects you to whatever you want: gambling, overspending, sex with strangers. I t speeds transactions, facilitating impulse purchases and luring you away from the difficulties of real life. It shields you from detection and disapproval, emboldening you to download test answers and term papers. It rewards self-promotion on blogs and Facebook. In short, everything you thought was good about the Internet-information, access, personalization — is bad. Aboujaoude links the Internet to housing crash.eating disorders, sexually transmitted infections, racism,terrorism, child sexual abuse, suicide and murder. The Internet makes us too quarrelsome. It makes us too like-minded. Jane McGonigal, a game designer, thinks that the virtual world isn't a foreign gadget. It's our own evolving creation. She agrees that bad online games can addict people, distract them from reality and leave them empty. But this is our fault , not the In ternet 's . In the rise of multiplayer games, she sees a happier picture of human nature — a thirst for community, a craving for hard work and a love of rules. This, she argues, is the essence of games: rules, a challenge and a shared objective. The trick is to design games that reward good behavior . The Internet is a blessing, not a threat. The point isn't just to enhance virtual reality. It's to fix the real world, too. McGonigal offers several examples. Chore Wars, an altemate-reality game, builds positive attitudes toward housework by rewarding virtual housework. Groundcrew assigns players to help people with transportation, shopping or housekeeping. The premise is that since games motivate us more effectively than real life, making them unselfish and bringing them into the physical world will promote unselfish behavior. But is this motivating power transferable? What draws us to virtual worlds, McGonigal notes, is their "carefully designed pleasures" and "thrilling challenges" customized to our strengths. They're never boring. They make us feel powerful. Reality doesn't work this way. Floors need scrubbing. Garbage needs hauling. This work isn't designed for your pleasure or stimulation. I t just needs to be done. If reality is inherently less attractive than games, then the virtual world won't save the physical world. It will empty it. McGonigal says the game industry wants to help users avoid addiction so that they'll remain functional and keep buying its products. But we've heard that argument before from the tobacco industry. Addiction, as a business model, is too addictive to give up. The Internet isn't heaven. I t isn't hell, either . It's just another new world. Like other worlds, it can be civilized. It will need rules, monitoring and benevolent designers who understand the flaws of its inhabitants. If Aboujaoude is right about our weakness for virtual vice, we'll need all the McGonigals we can get.
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【单选题】( )地陪应该在客人入住酒店时详细介绍酒店的设施,用餐时应该引领旅游者入座。
A.
Y
B.
N
【单选题】通常规定表面粗糙度的评定长度是取样长度的()
A.
1 ~ 3 倍
B.
1~5倍
C.
5~7倍
D.
1~10倍
【单选题】影响学业成就的因素不包括以下哪项 ?()
A.
自身的学习态度和学习动机。
B.
个人身高和外貌。
C.
家庭背景和性格特征。
D.
个人情绪和健康状况。
【单选题】态度不包括以下哪个成分
A.
认知
B.
情感
C.
行为倾向
D.
外显行为
【单选题】如果狗狗咬家具,或者是咬你的手指,可以给狗狗喂食下列哪种食物?( )
A.
磨牙类零食
B.
饼干
C.
鱼肉
D.
巧克力
【单选题】影响学业成就的因素不包括以下哪项?
A.
自身的学习态度和学习动机
B.
个人天赋和外貌
C.
家庭背景和性格特征
D.
个人情绪和健康状况
【单选题】从技术走向管理的成长路径不包括以下哪几个步骤?( )
A.
正视角色的差异、以积极的心态应对挑战
B.
认识组织结构、明确部门职能
C.
设法了解员工,赢得团队信任,树立自己的权威
D.
大胆改革,推翻原有的制度
【单选题】通常规定表面粗糙度的评定长度是取样长度的( )。
A.
1至3倍
B.
1至5倍
C.
5至7倍
D.
1至10倍
【单选题】团队绩效不包括以下哪个内容( )
A.
团队对其成员的影响
B.
团队工作态度
C.
团队未来工作能力的改进
D.
团队的工作成果
【判断题】地陪应该在客人入住酒店时详细介绍酒店的设施,用餐时应该引领旅游者入座。
A.
正确
B.
错误
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