Angielski rozszerzony czytanie 1 matura maj 2018 ćwiczenie 4 – pierwsze ćwiczenie na rozumienie tekstu czytanego. Reading 1 – „nowa” matura.
Przeczytaj tekst, który został podzielony na trzy części (A-C) oraz pytania go dotyczące (4.1.-4.4.). Do każdego pytania dopasuj właściwą część tekstu. Wpisz rozwiązania do tabeli.
Uwaga: jedna część tekstu pasuje do dwóch pytań.
Wskazówka: Wpisz w odpowiednią literę w odpowiednim polu. Po wpisaniu wszystkich odpowiedzi naciśnij przycisk , który pojawi się później.
In which paragraph does the author
4.1 provide an explanation of a term essential for understanding how the game works? B|b()
4.2 mention ideas for making use of the game in real life? C|c()
4.3 explain how the game adjusts to the players’ reactions? A|a()
4.4 refer to a device necessary to monitor the player’s anxiety? B|b()
A SCARY GAME
A. Vancouver, Canada
A. In the depths of a haunted house, something is following you. It’s getting closer, you can
sense it creeping up behind you. Luckily, you can make the ghosts recede. All you have to
do is take control of your emotions. You’re in Nevermind, an unusual video game developed
by Erin Reynolds. To complete each level, the players have to overcome their fear. If they
let stress get the better of them, the screen will get shakier and the feeling of imminent danger
will intensify. If they manage to calm down, for instance, by slowing down their breathing,
the game will ease up.
B. Reynolds started working on Nevermind when she was in an interactive media master’s
program at the University of Southern California in 2009. She was fascinated by
biofeedback, which is a process based on technology that reads the player’s heartbeat, facial
expressions or eye movement, and decided to apply it in the game she was developing for
her thesis. In order for the game to read physiological responses, the player has to wear
a heart rate sensor, which detects the fear or tension that one is feeling at any given moment.
In the case of games like this, where emotions come into play, the outcomes are less obvious
than in the case of conventional games.
C. There has been a lot of talk in the video game industry about playing games for more than
just entertainment. While most horror video games seek to provide just an exciting thrill,
Nevermind has greater ambitions. Reynolds and her team are hoping it can be developed as
a tool to teach people how to manage anxiety and improve their state of mind. The aim, says
Erin, is for players to practise being mindful of their stress level and learn how to stop their
fears from taking control in nerve-wracking situations.
adapted from http://blogs.smithsonianmag.com