北京市2012中考英语一模分类汇编阅读提高篇(2012昌平一模)C.ThenumberonegameintheappchartDrawSomethinghasbeensoldout.ThedrawinggamebycompanyOMGPOPisnowtopspotintheAppleandAndroidchartsin84countries.UScompanyZyngaisreportedtohavepaid$200m(£120m)fortheapp.Playersdrawpicturesontheirmobilescompetingagainsteachother,guessingwhatthepicturesarefromdrawingclues.HeadofZyngaMarkPincussaidonce:"TheOMGPOPteamhascreatedagamethat'sfunandexpressive."Theapphasbecomesuchabighitinthegamingworldinthelastfewweeks.IthasknockedofflongrunningZyngatitlesWordswithFriendsandCityvillefromtopspotsinthemobileappscharts.IndustrytrackerAppDatareportedthat13.3millionpeopleadayusedDrawSomething.Itwasn'tovernightsuccessforOMGPOP,theNewYorkbaseddeveloperstartedin2009andcreated35othersocialgamesbeforehittingthegamingjackpot.ThestoryissimilartothatofAngryBirds,themostpopulargameeveronasmartphone.CreatorsRoviodeveloped51gamesbeforefinallymakingitbig.DrawSomethingisnowthemostdownloadedgameonFacebookandplayersdrawatotalofabillionpictureseachweek.53.WhichofthefollowingisNOTagameaccordingtothepassage?A.Cityville.B.AngryBirds.C.WordswithFriends.D.OMGPOP.54.WhyisDrawSomethingsopopular?A.It’sexcitingandfunny.B.It’sinterestingandcreative.C.It’sanovernightsuccess.D.It’ssimilartoothergames.55.Whatcanbeinferredfromthepassage?A.AngryBirdswassuccessfulbecauseofthecreators’hardwork.B.DrawSomethingwassuccessfulbecauseofthecreativeidea.C.PlayerslikeDrawSomethingbecausetheylikedrawing.D.TheOMGPOPteamisthestrongestgameteaminUSA.(2012昌平一模)D.Spendingtimeonlineisnormalbehaviorforteenagers.ButtoomuchInternetusebyteens–ortoolittle,forthatmatter–mightberelatedtodepression(抑郁),anewstudyfinds.Thefindings,reportedintheJournalofPediatrics,donotmeanthattheInternetistoblame.Forone,teensinthestudywhospentnotimeonlinewerealsoatincreasedriskofdepressionsymptoms(症状).Instead,theresearcherssaythatbothheavyInternetuse,andnon–use,couldshowthatateenagerishavingahardtime.Forthestudy,Dr.Pierre–AndreMichaudandhiscolleaguesattheUniversityofLausanne,Switzerland,surveyed7,200individualsages16to20abouttheirInternetuse.Thosewhowereonlinemorethantwohoursperdaywereconsidered“heavy”Internetusers,whilethoseonlineanywherefromseveraltimesperweektotwohoursperdaywereconsidered“regular”users.Theteenagersalsoansweredanumberofhealth–relatedquestions,includingsomestandardquestionsabout“depressivetendencies”(抑郁倾向)thatshowhowoftenapersonfeelssadorhopeless.ComparedwithregularInternetusers,thestudyfound,kidswhowereheavyusersornon–usersweremorelikelytobedepressedorverydepressed.Amongboys,heavyusersandnon–userswerebotharoundone–thirdmorelikelytohaveahighdepressionscore,comparedto“regular”users.Amonggirls,heavyInternetusershadan86percentgreaterchanceofdepression,whilenon–usershada46percentcomparedtoregularusers.Sinceteenagerstypicallygoonlinetoconnectwithfriends.Theresearchesfindthatthosewhoareneveronlinemaybemoresociallyisolated.56.WhichisTRUEaccordingtothepassage?A.Teenagersnevergoonlinearegoodstudents.B.Teenagersnevergoonlinemaygetdepression.C.SurfingtheInternetforteenagersisbadbehavior.D.Internetisthereasonofteenager’sdepression.57.Howlongdoesthewritersuggestteenstogoonlineperweek?A.Lessthan14hours.B.Morethan14hours.C.Morethan20hours.D.Lessthan20hours.58.ThepurposeofDr.Michaudandcolleagues’studyistoknow______________.A.theactualtimeoft...