2021年6月英语四级真题第2套 Part II Section C (2)
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2021年6月英语四级真题第2套 Part II Section C (2)

议论文 · 听力 · 真题文章逐层精读

本页是 2021年6月英语四级真题第2套 Part II Section C (2) 文章的精读视角页——这篇议论文全文 239 词、3 段,CEFR 难度 B2(B2 级在英语四级文章中占 46%),作者立场为「客观中立」;英文原文之外,本篇已有的 11 项精读维度逐项展开,其中能迁移到其他英语四级真题文章的判断方法(篇章结构、修辞、言外之意、作者态度、体裁速判)随各维度一并讲透。

精读最佳实践

本页解析里的段号(P1)都可以点——点一下,原文在顶部翻开并定位到该段,解析引用的原文同步标亮;合上原文,你还停在刚才读到的位置。点 P1 试试。

PASSAGE · 文章原文

3 段英文原文

以下为2021年6月英语四级真题第2套 Part II Section C (2) 的听力原文,共 3 段。左侧 P1–P3 是段落编号——本页全部解析(结构、逐段、修辞、自检题)都以它为坐标回指原文,点击解析里的段号,原文即在顶部翻开并定位到该段、引用的原文同步标亮;合上原文仍停在当前阅读位置。原文保持卷面形态,不带翻译与标注。

People spend a lot of time using phones and computers. Much of that time is devoted to text messages and social media. But many people choose to spend their time playing computer games.

For years, parents and teachers have worried that these games might be addictive. And now, the World Health Organization has recognized addiction to computer games as a disease. The organization explains that this decision reflects general agreement among experts around the world that some people have a problem with these games. They show a pattern of behavior characterized by a lack of control. Such people make computer games a priority over their responsibilities. They may play games instead of attending school, or work, or socializing.

According to the World Health Organization experts, people's use of computer games is different from their use of the Internet, social media and online shopping. These experts claim there is not sufficient data to indicate that people's reliance on those other activities is an addiction. But they argue that playing computer games to access is different. This behavior can become a disorder. To meet the new definition for addiction, the behavior must damage a person's relationships or performance at school or work, and this must last for at least a year. Still not all behavior experts agree. Some argue that there's not enough research on the subject. Thus, they claim it is too early to call computer game addiction a disorder.

PARAGRAPHS · 逐段精读

3 段逐段主旨与解读

逐段拆解2021年6月英语四级真题第2套 的这篇原文——每段给出英文段落主旨、段落标题与中文解读,并提炼一条「这段为什么这样读」的具体方法。

  1. P1

    The Popularity of Computer Gaming

    Computer games have become a prevalent way people spend their digital time.

    这个introductory paragraph为全文的central argument奠定foundation。它的value在于establish the relevance of the topic:既然这么多人spend time on computer games,那么discuss其potential problems就becomes necessary和timely。这个段落adopt了neutral、observational tone,没有immediately present the WHO's classification,这种gradual approach让argument更有persuasive power。从structural perspective看,它fulfill了classic essay opening的requirement:present the general topic before diving into specific thesis,为后面的discussion about addiction as a disease创造smooth transition。

    识别转折词定位重点
  2. P2

    WHO's Disease Classification and Its Criteria

    The WHO has officially classified computer game addiction as a disease, defined by lack of control and prioritization of gaming over essential responsibilities.

    这个段落是全文的argumentative core,它present了文章要discuss的central position。对于overall thesis的contribution在于:它establish了debate的one side—the WHO's stance。这个段落的strategic value在于它不仅state the position,还provide了rationale(expert consensus)和operational definition(specific behaviors),这让subsequent discussion of disagreement有了concrete reference point。从persuasive perspective看,placing official classification和detailed criteria在前面是deliberate choice,它先establish credibility和specificity,再在下一段introduce opposition,这样的sequence让WHO的position显得more grounded and defensible。这个段落essentially set up了the claim that will be contested,为argumentative development创造了necessary tension。

    区分论点陈述与支撑细节
  3. P3

    Criteria Refinement and Expert Controversy

    While WHO distinguishes game addiction from other digital dependencies with specific criteria, some experts challenge this classification due to insufficient research.

    这个段落对overall thesis的contribution是introduce complexity and nuance。它prevent文章from being one-sided advocacy,instead present it as ongoing scientific debate。段落的strategic value在于它simultaneously strengthen和complicate WHO's position:strengthen通过detailed criteria和explicit differentiation from other activities,complicate通过acknowledging legitimate expert disagreement。这种balanced presentation enhance文章的credibility—it shows作者aware of controversy而非ignoring it。从argumentative development看,这个段落create necessary tension for potential further discussion or conclusion。它也subtly suggest that scientific classification是evolving process,not absolute truth,这种epistemic humility在academic discourse里是important quality。对于examining candidates preparing for reading comprehension,这个段落demonstrate了how academic texts handle disagreement和how to identify author's position when multiple perspectives are presented。

    追踪立场转折信号词
SELF CHECK · 段落自检题

3 道逐段细节自检题

针对2021年6月英语四级真题第2套这篇原文,每段配 1 道细节题( 1 个正确项 + 5 个干扰项 ,由懒笔记精读引擎基于本段命制,非试卷原题)。 选项默认中性;点「显示答案与解析」展开正确项、解析与最快解法,现代浏览器会同步高亮正确选项。

  1. 第 1 段 定位词 social media phones and computers

    In addition to texting and using social media, what do many people choose to do on phones and computers?

    • A Attend school regularly.
    • B Complete their work duties.
    • C Spend time playing computer games.
    • D Shop online for computer equipment.
    • E Avoid all social interaction.
    • F Receive treatment for a disease.
    显示答案与解析 收起答案与解析

    正确答案:C

    正确项准确对应 choose to spend their time 与 playing computer games 的动作关系,保留了 spend time 和 playing 两个核心语义。它没有把 computer games 改造成原因、疾病或评价,而是回答“做什么”这一行为型问法。障碍在于题干先放入 texting、social media,容易使考生停留在已知信息;真正需要补出的,是转折和补充之后的另一项活动。

    双短语连扫 时间极紧时,直接用题干中的 social media 加 phones and computers 进行“双短语连扫”,可立即定位到 第1段。随后不必逐句精读:把题干骨架压缩为“已有两项 activity,加一项 activity”,只检查选项能否填入 choose to do 的动词宾语槽。能同时满足“设备上的行为”和“并列补充”两项条件的正确项,就是答案项。

  2. 第 2 段 定位词 instead of attending school socializing

    What may people with a computer-game problem do instead of attending school, working, or socializing?

    • A Attend school.
    • B Work more efficiently.
    • C Socialize with classmates.
    • D Play computer games.
    • E Use social media.
    • F Seek advice from teachers.
    显示答案与解析 收起答案与解析

    正确答案:D

    正确项精确填入 instead of 所引出的“替代行为”位置,并与题干中的 computer-game problem 保持同一行为链。原文不是泛泛说他们 neglect responsibilities,而是给出 play games 的直接动作。障碍在于题干列举了三个显眼的 activities,考生容易受视觉记忆影响,误选其中一项;正确项必须回到替代关系的另一端。

    替代箭头排除 紧张时直接抓题干末尾的 socializing,而不是从 computer-game problem 开始找;它可将你迅速带到 第2段。找到后,把 instead of 画成一条方向箭头:箭头前的 attending school、work、socializing 全部划为“排除区”,箭头另一端的动作即为答案项。这个“先删题干复现项”的做法比逐项翻译更快。

  3. 第 3 段 定位词 new definition addiction must

    What must be true for gaming behavior to meet the new definition of addiction?

    • A It must continue for at least a year.
    • B It must prevent people from using the Internet.
    • C It must be recognized by all behavior experts.
    • D It must cause people to stop online shopping.
    • E It must harm relationships or school or work performance for at least a year.
    • F It must affect relationships for more than one year.
    显示答案与解析 收起答案与解析

    正确答案:E

    正确项完整保留定义中的两层门槛:一是 damage 的影响对象,包括 relationships 或 school or work performance;二是持续时间 at least a year。harm 是 damage 的合理同义改写,for at least a year 准确传达时间要求。障碍在于原句信息较长,命题人容易设置“只写一年”“只写影响关系”或篡改时间边界的半真项;只有同时覆盖后果与时长的正确项才符合定义。

    硬条件逐项打勾 先用题干中的 new definition 直达 第3段,不必从段首的 WHO experts 开始阅读。抵达后采用“条件清单法”:只抄取 must 后面的各项硬指标,然后对选项逐项核验,遗漏任一必要信息或改变量词边界的选项立即淘汰。全部条件都能对应且限定词无改动的正确项,就是答案项。

STRUCTURE · 篇章结构

3 个意群的议论文骨架

按议论文 的行文骨架切分意群,每个意群标注它覆盖的段落与对主旨的作用——逐段读完后回到这里俯瞰全篇,能看清作者为什么按这个顺序行文。

  1. 引言 P1

    电脑游戏使用现象引出

    这个 opening paragraph 介绍了 people 使用 phones 和 computers 的 common behavior,特别指出很多人 choose to spend time playing computer games,为后文的 discussion 建立 context 和 background。

    这个 introductory section 通过描述 widespread use of computer games 这一 phenomenon,为后面 WHO 关于 game addiction 的 classification 以及 expert debate 搭建 contextual foundation,让 readers 理解为什么这个 issue 值得 attention。

    引出讨论对象
  2. 分论点 P2

    WHO正式认定游戏成瘾为疾病

    这个 paragraph 呈现了 first major viewpoint,即 WHO has recognized game addiction as a disease。文中通过 describe 成瘾的 characteristics 比如 lack of control 和 prioritizing games over responsibilities,来 support 这个 official classification,并且指出这反映了 global expert consensus。

    这个 section 构成了 article 的 central argument 之一,directly present WHO 的 position 和它的 basis。它为 main thesis 的 first part 提供 concrete content,让 readers 了解 official medical community 的 stance 以及 what constitutes addiction according to this view。

    提出WHO的分类立场
  3. 分论点 P3

    专家对游戏成瘾分类的质疑

    这个 paragraph 呈现了 opposing viewpoint,即 some experts 对 WHO classification 的 disagreement。文中先 distinguish computer games 和 other online activities,然后 present 反对者的 core argument 即 insufficient research,最后强调 not all behavior experts agree,认为 too early to call it a disorder。

    这个 section 构成 main thesis 的 second part,present the controversy 和 dissenting opinions。它通过 introduce skeptical experts 的 perspective 来 demonstrate 这个 issue 的 complexity,让 article 呈现 balanced view 并且 reflect 真实的 academic debate,完善了对 main topic 的 comprehensive coverage。

    呈现反对意见
MAIN IDEA · 速判主旨

4 步定位这篇文章的主旨

不读完全篇也能锁定主旨——以下 4 步按2021年6月英语四级真题第2套 这篇原文的实际行文顺序给出,每步说明看哪里、看出什么,可直接迁移到其他英语四级文章。

  1. 首段定位话题 P1

    议论文的 first paragraph 通常会 introduce the general topic 或者 background information,帮助我们 narrow down 文章要讨论的 subject matter,这是 grasp main idea 的 foundation。

  2. 权威机构立场 P2

    议论文会 present a main argument 或 position,通常由 authoritative entities 提出。WHO 这样的 international organization 出现时,它的 decision 或 statement 往往就是文章的 core argument,是 main idea 的 nucleus。

  3. 反方观点识别 P3

    议论文的 completeness 体现在它会 present different sides。当出现 contrasting opinions 时,complete main idea 必须 include both perspectives。这里的 disagreement 说明文章主旨不只是 WHO's position,还包括 controversy 本身。

  4. 双方观点整合 P2 P3

    议论文的 main idea 需要 reflect the argumentative nature。当文章 presents both a position 和 opposition 时,main idea 应该是 'X claims A, but Y disagrees' 的 structure,这样才能 accurately capture 文章的 argumentative essence。

主旨信号词 has recognized P2 not all...agree P3 addiction P2 however P3 experts P2

MAIN IDEA · 主旨

这篇文章在说什么

世界卫生组织已将电脑游戏成瘾归类为一种疾病,认为过度游戏可能成为损害人际关系和责任的行为障碍。然而,一些专家持不同意见,声称没有足够的研究支持这一分类。
The World Health Organization has classified computer game addiction as a disease, arguing that excessive gaming can become a behavioral disorder that damages relationships and responsibilities. However, some experts disagree, claiming insufficient research exists to support this classification.
WORD INFERENCE · 生词推断

4 个生词的上下文推断

不查词典,只用文中线索推出词义——每个词给出推断出的释义与 完整推理链。已收录进英语四级高频真题词集的单词可点击进入词条页。

  • addictive 使人上瘾的;易成瘾的

    现在我们把 three clues 串联起来:首先,从词族关系看,addictive 和 addiction 是同源词,而 addiction 被 WHO 定义为 disease,这就确立了它的 negative nature。其次,文章详细描述了 addiction 的具体表现——lack of control、neglect responsibilities 等失控行为,这些 concrete examples 让我们理解 addictive 指的是'能导致这种失控状态'。最后,从 morphology 角度,-ive 这个 suffix 确认了它是描述'具有某种特性'的 adjective。三条线索共同指向一个结论。

    词族反推+后缀确认+语境验证
  • characterize 以...为特征;描述...的特点

    让我们 integrate 这些 clues:句法上,characterized by 这个 structure 用来修饰 behavior pattern,by 后面接的是 specific feature(lack of control),这说明它的功能是'标明特征'。跨段落对比发现,第3段 讲 definition for addiction,而 characterized by 正是在给出这个 definition 的 key features。从 word formation 看,character(特点)+ -ize(动词化)= characterize(赋予特点)。三条线索都指向'描述特征'这个 core meaning。

    句法框架+介词线索+词根还原
  • priority 优先考虑的事;首要事项

    现在我们 synthesize 这些 evidence:句法上,make A a priority over B 这个 fixed pattern 中,over 明确表达了'A 高于 B'的 hierarchical relationship。语义上,instead of 引出的 examples 展示了 addicts 如何 sacrifice responsibilities for games,证明了 games 确实被放在 top position。构词法上,prior(先的)+ -ity = priority(优先状态)。三个 angles 共同确认了词义。

    固定搭配框架+实例映射+词根确认
  • reliance 依赖;依靠

    让我们 connect 这些 threads:介词搭配上,reliance on 这个 structure 表明它描述的是'对某物的某种依附关系'。语义上,它与 use 形成 progression,但更接近 addiction 的程度,说明它强调 dependency 而非 casual use。构词上,rely(依靠)+ -ance(状态)直接指向'依赖'。三条 clues 形成 convergent evidence。

    介词信号+同义梯度+动词还原
RHETORIC · 修辞手法

4 处修辞手法与仿写

每处修辞给出它在本文的具体用法、同类信号词清单与一份可直接套用的 写作仿写建议——读完能认,也能写。

  • 引用论证

    P2

    作者引用了 World Health Organization 这个 authoritative source 来支持 gaming addiction 被认定为 disease 的观点。通过 cite 权威机构的 official recognition,文章增强了 credibility 和 persuasiveness。这种 appeal to authority 让读者更容易接受 gaming addiction 作为 legitimate health concern 的主张,为整篇文章的 argument 奠定了 solid foundation。

    信号词 according to experts claim studies show research indicates scientists argue [authority] has recognized [authority] states [authority] confirms as [expert] points out

    仿写: 当你需要 strengthen 你的 argument 时,可以思考:这个 topic 有哪些 recognized experts 或 authoritative organizations?他们的 official stance 是什么?在引用时,要 clearly identify the source,比如用 "According to...", "[Organization] has recognized..." 这样的 structure。仿写模版:"[权威机构/专家名称] + has/have + [认定动词如 recognized/classified/identified] + [核心观点],reflecting [进一步说明]。"

  • 对比论证

    P3

    第三段通过 contrast gaming behavior 和 other digital activities (Internet use, social media, online shopping) 来 highlight gaming addiction 的 distinctiveness。作者用 "different from" 和 "but" 来 emphasize 这种 difference,指出对于 other activities 缺乏 sufficient data 来证明 addiction,而 gaming 则 different,可以 become a disorder。这种 juxtaposition 强化了文章关于 gaming addiction 作为 unique problem 需要 special recognition 的 thesis。

    信号词 different from in contrast however but whereas while on the other hand unlike compared to rather than

    仿写: 运用对比时,先 identify 你想 emphasize 的 subject 和它的 counterpart。使用 transitional phrases 比如 "different from", "in contrast", "however", "while..." 来 signal the comparison。确保 contrast 的两方有 meaningful connection,对比要 serve 你的 central argument。仿写模版:"[A事物] is different from [B事物]. While [B的特征], [A] is characterized by [A的独特特征], which [对主旨的支撑]。"

  • 因果论证

    P2

    文章在第二段描述了 gaming addiction 的 behavioral pattern:lack of control 导致 people make games a priority,进而 result in neglecting responsibilities like school, work, socializing。这个 causal chain 展示了 addiction 如何 progressively damage 一个人的 life。通过建立这种 cause-and-effect relationship,作者让读者 understand why gaming addiction 值得被 classified as disease,因为它有 clear negative consequences。

    信号词 because since as a result therefore thus consequently leads to results in causes due to

    仿写: 构建因果论证时,要 clearly establish 起因和结果的 link。可以用 implicit causation (like this text) 或 explicit markers。思考:什么 behavior 或 condition leads to what outcome?确保 causal relationship 是 reasonable 和 supported。仿写模版:"[某种行为/状态] is characterized by [特征A], which leads people to [行为B] instead of [正常行为C],demonstrating [结果/影响]。"

  • 举例论证

    P2

    文章在第二段用 concrete examples 来 illustrate gaming addiction 的 manifestations:"play games instead of attending school, or work, or socializing"。这些 specific instances 让 abstract concept of addiction 变得 tangible 和 relatable。通过列举这些 real-life scenarios,作者帮助读者 visualize addiction 的 actual impact,使 argument 更有 practical relevance 和 emotional resonance。

    信号词 for example for instance such as like including namely specifically in particular to illustrate

    仿写: 使用举例时,选择那些 representative 和 relatable 的 cases。用 "such as", "for example", "for instance" 来 introduce examples,或者像此文一样 directly embed them。确保 examples directly illustrate 你的 point。仿写模版:"[抽象论点]. [具体表现] such as [例子1], [例子2], or [例子3], [对论点的支撑说明]。"

IMPLIED MEANING · 言外之意

5 处话里有话

作者没有明说、但靠信号词传递出来的态度与暗示——每处给出原文片段、信号词类型与解读。

  • 游戏成瘾问题的严重性与广泛共识

    P2
    this decision reflects general agreement among experts around the world that some people have a problem with these games

    权威背书类 general agreement among experts around the world general agreement among experts consensus widely recognized experts agree scientific community supports research confirms

    这个 expression 的 implication 是:WHO 的决定不是 hasty 或 controversial 的,而是 reflect 了全球专家的 broad consensus。言外之意强调这个 classification 具有 strong scientific backing,不容易被 dismissed。对于文章 thesis 的作用是 establish 游戏成瘾作为 disease 的 legitimacy,为后文的 debate 奠定一个 seemingly solid foundation,同时也 foreshadow 了尽管有 consensus,仍然存在 disagreement 的可能性。

  • 游戏成瘾与其他网络行为的本质差异

    P3
    people's use of computer games is different from their use of the Internet, social media and online shopping

    对比类 different from unlike in contrast to whereas however on the other hand distinguished from

    这个 comparison 的 implication 是:虽然人们对 Internet、social media、online shopping 也有 dependence,但 computer games 具有某种 qualitatively different 的 addictive potential。言外之意是游戏成瘾比其他 digital behaviors 更 serious 或更 problematic,因此 warrant 被 classified as disorder。这对文章 thesis 的作用是 reinforce WHO 决定的 rationality,同时也为后文 experts' disagreement 埋下伏笔——既然做了如此 strong distinction,这个 distinction 是否 justified 就成为 debate 的焦点。

  • 数据不足的委婉质疑

    P3
    there is not sufficient data to indicate that people's reliance on those other activities is an addiction

    模糊限制语 not sufficient data not sufficient insufficient lack of limited evidence not enough research inadequate data

    这个 statement 的 implication 是:WHO 对其他 digital activities 采取了 cautious approach,因为 evidence base 不够 strong。言外之意是 WHO 在 classification decisions 上是 selective 和 evidence-dependent 的。这为后文反对者的观点做 preparation:如果其他活动需要 sufficient data,为什么 computer game addiction 就可以在 potentially similar data limitations 下被 classified?这个 implicitly raises questions about consistency,为文章 present both sides of debate 提供 transition。

  • 反对声音对分类决定的根本质疑

    P3
    Still not all behavior experts agree. Some argue that there's not enough research on the subject.

    转折类 not all behavior experts agree not all experts agree however but yet nevertheless on the contrary

    这个 expression 的 deeper meaning 是:尽管 WHO 声称有 general agreement,但 professional community 内部仍有 significant disagreement。'not all experts agree' 暗示 dissent 不是 marginal,而是来自 qualified professionals。言外之意是这个 classification 仍然是 contentious 和 debatable 的。对文章 thesis 的作用是 introduce the controversy,让读者明白这不是 settled matter,而是 ongoing debate。这 completes 文章的 balanced presentation:先呈现 WHO decision 和其 rationale,然后 reveal 存在 legitimate opposition,从而 support 文章主旨中提到的 'some experts disagree' 这一核心内容。

  • 认定成瘾为时过早的质疑

    P3
    it is too early to call computer game addiction a disorder

    情态词类 too early to call too early premature hasty not yet ready insufficient time rushed

    这个 statement 的 implication 是:反对者认为 WHO 的 classification 是 premature decision,不是基于 adequate research foundation。言外之意是这个 disorder designation 可能是 hasty 和 not well-supported,需要更多 scientific investigation。对文章 thesis 的关键作用是 articulate 反对方的 core argument,与文章主旨中的 'claiming insufficient research exists' 完全 correspond。这个 concluding statement effectively captures 整个 controversy 的 essence:一方认为 evidence 足够,另一方认为 too early to conclude,这正是文章要 present 的 central debate。

AUTHOR ATTITUDE · 作者态度

作者态度:客观中立

结论先行:本文作者态度为客观中立( Objective and Balanced)。下面是按步骤还原的判断过程与文中的态度信号词。

  1. 开篇陈述事实无评判 P1

    议论文的 opening 如果只是 state facts without judgment,通常预示着作者会采取 neutral stance 来 present different perspectives,而不是一开始就 take sides。

  2. 多方观点均衡呈现 P2 P3

    当议论文 systematically present 不同的 perspectives without favoring one side,这是 objectivity 的核心特征。作者通过 include contrasting views 来 demonstrate fairness。

  3. 转述动词保持中性 P2 P3

    Reporting verbs 的选择 reveal 作者的 stance。Neutral verbs 表明作者在 distance himself from the claims,只是 relay information 而非 endorse 或 criticize。

  4. 结尾保留争议空间 P3

    议论文如果在 ending 处 acknowledge uncertainty 或 ongoing debate,表明作者 refrain from imposing his view,这是 objectivity 的 hallmark。

  5. 多维度综合验证 P1 P2 P3

    通过前面步骤的 systematic analysis,我们确认了作者在 structure、language choice、viewpoint presentation 各方面都 maintain neutrality,因此 overall attitude 是客观平衡的。

文中的态度信号词

  • explains P2

    'Explains' 是 neutral reporting verb,表明作者只是 convey WHO's position without endorsing it。这个词 create distance between 作者和 the claim,showing he's not taking ownership of the view。

    同类词 states reports notes observes indicates

  • claim P3

    'Claim' 表示这是 someone's assertion 而非 established fact。作者用这个词 introduce experts' views,maintaining epistemic distance 而不是 present 它们为 truth。

    同类词 argue suggest contend maintain assert

  • argue P3

    'Argue' 强调这是 debatable position,不是 consensus。作者用它 present 反对意见,showing 他认为 both sides have arguable points,这 reinforce 他的 neutral stance。

    同类词 claim contend maintain insist assert

  • not all...agree P3

    'Not all...agree' 明确 acknowledge disagreement,表明作者 recognize 这是 contested issue。这种 explicit admission of controversy 是 objectivity 的 strong signal。

    同类词 not all agree some argue others believe debate continues remains controversial

  • not enough research P3

    'Not enough research' 是 epistemic caution 的表达,showing 作者 acknowledge 当前 evidence 的 limitations。这 prevent him from making strong claims,reinforcing 他的 neutral reporting。

    同类词 insufficient data limited evidence requires further study premature to conclude more investigation needed

GENRE · 速判体裁

30 秒判定这是一篇议论文

体裁决定读法与出题套路。以下判断步骤与标志词全部以本文为例,可直接迁移到其他英语四级 真题文章。

如何快速判断这是一篇议论文?

  1. 开头引出争议话题 P1

    第1段 介绍了 people spend time playing computer games 这个 phenomenon,但没有 provide detailed information 或 report specific events,而是为接下来的 debate 设置 background。这种 setup 是 argumentation 的典型 opening,不同于说明文的 informative introduction 或新闻的 lead paragraph。

  2. 呈现对立观点 P2 P3

    第2段 提到 WHO recognized addiction as a disease,而 第3段 出现 'Still not all behavior experts agree' 和 'Some argue there's not enough research',明确展示了 opposing views。这种 back-and-forth 是议论文的 hallmark,说明文只会 explain 不会 debate,新闻可能 quote different sources 但不会 structure around disagreement。

  3. 使用评价性语言 P2 P3

    文中 appear 了 'experts claim', 'they argue', 'not sufficient data', 'too early to call' 等 judgment-laden expressions。这些 phrases 显示作者在 presenting arguments 而非 simply informing。说明文用 'is', 'consists of' 等 neutral verbs,新闻用 'said', 'reported' 等 attribution verbs,只有议论文会 frequently use evaluative language。

  4. 结尾保留争议 P3

    第3段 的结尾是 'not all behavior experts agree' 和 'too early to call...a disorder',明显是 inconclusive。这表明文章 present 了 ongoing debate 而非 settled facts。说明文会 conclude with summary of information,新闻会 end with latest updates or implications,只有议论文会 deliberately leave tension unresolved。

  5. 四维综合判断 P1 P2 P3

    这篇文章在四个 dimensions 上都 exhibit 议论文特征:第1段 establish 一个 debatable issue,第2段-3 present WHO's position 和 opposing experts' views,全文充满 'claim', 'argue' 等 evaluative language,第3段 结尾 explicitly state disagreement。这种 pattern 清晰地 distinguish 它与说明文(unified information)和新闻(factual reporting)。

哪些词暴露了议论文体裁?

  • argue P3 观点引导词 claim believe contend maintain assert
  • claim P3 观点引导词 argue assert maintain contend allege
  • But P3 论证逻辑连接词 However Yet Although Nevertheless On the other hand
  • Thus P3 论证逻辑连接词 Therefore Hence As a result Consequently So
  • not all...agree P3 立场表态词 some argue others believe critics say disagree dispute
SENTENCE INSIGHTS · 句子精讲

7 句真题句逐层精讲

下列真题句各有独立的句子解析页——中文翻译、结构树逐层拆解、成分与时态、考点讲解与真题高频词。点击句子进入完整解析。

FAQ · 常见问题

关于 2021年6月英语四级真题第2套 Part II Section C (2) 的常见问题

2021年6月英语四级真题第2套 Part II Section C (2) 文章的主旨是什么?
世界卫生组织已将电脑游戏成瘾归类为一种疾病,认为过度游戏可能成为损害人际关系和责任的行为障碍。然而,一些专家持不同意见,声称没有足够的研究支持这一分类。(英文表述:The World Health Organization has classified computer game addiction as a disease, arguing that excessive gaming can become a behavioral disorder that damages relationships and responsibilities. However, some experts disagree, claiming insufficient research exists to support this classification.)
2021年6月英语四级真题第2套 Part II Section C (2) 文章是什么体裁?难度如何?
体裁为议论文,作者立场是客观中立(Objective and Balanced)。CEFR 难度 B2,全文 239 词、3 段;在英语四级全部 511 篇真题文章中,B2 级共 234 篇(占 46%)。
2021年6月英语四级真题第2套 Part II Section C (2) 文章的篇章结构是怎样的?
全文 3 段按议论文骨架分为 3 个意群:引言 · 第1段——电脑游戏使用现象引出;分论点 · 第2段——WHO正式认定游戏成瘾为疾病;分论点 · 第3段——专家对游戏成瘾分类的质疑。
2021年6月英语四级真题第2套 Part II Section C (2) 文章的作者态度是什么?
作者态度是客观中立(Objective and Balanced)。判断路径:开篇陈述事实无评判 → 多方观点均衡呈现 → 转述动词保持中性 → 结尾保留争议空间 → 多维度综合验证;文中的态度信号词包括 explains(第2段)、claim(第3段)、argue(第3段)、not all...agree(第3段)、not enough research(第3段)。
2021年6月英语四级真题第2套 Part II Section C (2) 文章中有哪些值得积累的生词?
按文中出现顺序共 4 个:addictive(使人上瘾的;易成瘾的)、characterize(以...为特征;描述...的特点)、priority(优先考虑的事;首要事项)、reliance(依赖;依靠),每个词的词义都可以由文中上下文线索推断得出。

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