A
(2019·河南安阳二中高一月考)Smartphones have been blamed for everything from taking drivers' attention from driving to keeping people on the sofa scrolling (滚屏) videos. But the smartphone that seems to be everywhere could just easily increase physical activity if it pushes its owner's buttons in the right way.

New research shows that making social connections through activitytracking apps gets people to move more. And another study on the “Pokemon Go” phenomenon shows that the smartphone game got players to take thousands more steps than usual. Together, the studies show the potential of smartphones to push a range of people to be more active.
People who linked with friends on the activitytracking app increase their steps by 400 a day on average, compared with people who made no social connections, according to Tim Althoff and two other computer scientists at Stanford University. Such opinions show the possibilities of smartphones and games to help with one of the most stubborn public health problems—that even people who want to be active have trouble staying active.
An NBA video game, for example, will give players extra powers in the game if they reach a step goal in real life. The app “Zomies, Run!” uses audio stories to push people to run more or run faster.
Still, there is room for growth: Only about 4% of all health apps use “gamification”, such as pointscoring or competition, according to a study published in October in BMJ Open. “Gamification is actually quite closely linked with behavior change techniques,” says Dr Elizabeth Ann Edwards, the study's lead author.
篇章导读:本文是一篇议论文。作者引用各种评论和研究数据来说明手机上的活动跟踪APP对人们的好处。
21.According to the “Pokemon Go”phenomenon, smartphone users become more active because ________.
A.they have more social connections
B.they get extra powers in life
C.the games increase physical activity
D.a life goal has been set step by step
答案:C 细节理解题。根据第二段中的“‘Pokemon Go’ phenomenon shows that the smartphone game got players ... push a range of people to be more active”可知,智能手机用户变得更活跃是因为这个游戏让人们多走了数千步,即增加了运动量。故选C项。
22.Who are most likely to exercise more?
A.Video watchers on the sofa.
B.Smartphone game lovers.
C.People with no social connections.
D.People with trouble staying active.
答案:B 推理判断题。根据第四段的内容可知,一些手机游戏会在游戏中设置一些奖励或某种形式激励玩家在现实生活中运动更多,所以那些喜欢手机游戏的人可能锻炼更多,故选B项。
23.How does the author try to argue the benefits of smartphones?
A.By showing the results of some research.
B.By explaining the functions of smartphones.
C.By giving clear description of some games.
D.By analyzing the causes of public health problems.
答案:A 推理判断题。通读全文可知,作者通过展示一些研究成果来论证智能手机的益处,比如“New research shows”“according to Tim Althoef ... at Stanford University”等。故A项正确。