Having nurtured an ever-deepening affinity for the thrill of cycling, I, amidst a myriad of choices and after much contemplation, opted to acquire a new bicycle just yesterday. This acquisition represents the third of its kind in my personal collection.
This acquisitionが何を指しているのかを考えずに、次の文章に進んでいってしまう人がいるのです。
*今回は一文目のacquireのまとめを表しています。
(a) The rise of ‘online gaming’ and ‘multiplayer platforms’ during this period inevitably intersected with the discourse on ‘handheld games.’
(b) Such platforms proffer experiences transcending mere ocular delights.
(c) Arcades epitomized places for the passionate gamer, but, to some, they represented public arenas over private sanctuaries.
(d) Regardless of its application, the term serves to delineate stark divides, where nuanced distinctions might be more apt.
(e) Yet simultaneously, they couldn’t ignore the massive audience of handheld games, leading to the creation and optimization of titles for these devices.
(f) The evolving discourse surrounding them offers invaluable insights into the tapestry of global entertainment culture.
(g) They might also be contrasted with ‘mainstream’ gaming, terms like ‘AAA releases’, ‘independent gems’, ‘jump-and-runs’, or ‘epic sagas’.
(h) In the early 20th century, many considered arcade gaming as the pinnacle of interactive entertainment, overshadowing other platforms.
Since the dawn of time, when humans first engaged in playful endeavors, debates arose about the optimal and subpar ways to relish the experience. From the inception of the gaming era, a myriad of labels emerged to categorize the ‘incorrect’ methods of indulging in play. Analog games were the pastimes of yesteryears, something predating the digital age. (1) Handheld games represented engaging the modern gamer on-the-move. All these classifications: none were anchored in objectivity, but rather swayed by the inclinations and biases of the users. However, their utilization unveils much about the intricacies of preference and rivalry in gaming’s history. (2)
The phrase ‘handheld games’ surfaced in the dawn of the 21st century, often harboring divisive undertones—it intimated ‘casual’ versus ‘committed’ involvement in the gaming realm. Though its roots were evident, it invariably suggested an antithesis, or a spectrum of contrasts. In the era of PCs, some championed computer gaming as elite; meanwhile, console aficionados deemed PC games overly intricate. Typically, ‘handheld games’ could be juxtaposed with other more ‘traditional’ gaming mediums, like board games, arcades, or virtual reality. (3) Ultimately, it’s employed as a descriptor for any platform that diverges from one’s gaming ideal. With tech revolutions, ‘handheld games’ morphed into a term symbolizing any swift, portable gaming escapade. The renaissance of tactile games and interactive sessions recalibrated perceptions, but spirited discussions linger. (4)
Gaming mediums are manifold, perceived differently across epochs and cultures. Broadly, they encompass a diverse suite of platforms and venues for escapism: endeavors to immerse in digital realms, mastering or savoring them via compact or expansive devices. (5) They prioritize immersion over mere aesthetics. They anchor thrills, progress, and stories uniquely across diverse genres, forms, and narratives. Often they cater to niche entertainment appetites rather than a monolithic definition of fun. On the whole, ‘handheld games’ are seen as universally accessible. A game’s merit is gauged by its entertainment quotient, rather than its visual fidelity or intricacy. Diversity is a hallmark of the so-called mobile gaming platforms, but they also manifest intriguing parallels across global cultures. In broad strokes—set to be delved deeper in Part I—‘handheld games’ have been a point of discussion and critique since the dawn of their inception.
In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry experienced discussions as fervent as ever seen. (6) The decentralization of the gaming medium—akin to the fragmentation in medieval theology—led to varied perspectives on what constituted ‘real’ gaming. E-sports’ emergence, analogous to the European Renaissance’s humanism, brought with it critiques about the ‘casual’ nature of mobile games, suggesting that real competition thrived on dedicated consoles or PCs. The introduction of augmented reality (AR) and virtual reality (VR) further complicated the narrative, suggesting, in ways reminiscent of the Reformation, that traditional gaming was being usurped by a more immersive experience. Major game developers, in defining their identity in this digital age, often focused on creating games best suited for their target platforms, sometimes sidelining mobile platforms. (7) During the era of digital convergence from the late 20th century to the early 21st, the lines that had once starkly separated different gaming platforms began to blur. Strategies that had once solely targeted desktop games were adapted for mobile experiences. Then, with the burgeoning digital age, ‘mobile gaming’ became a central topic in the gaming industry discussions. ‘Casual’ gaming and ‘core’ gaming emerged as defining categories, around which developers, critics, and players debated the true essence of a gaming experience.
■1つ目
Analog games were the pastimes of yesteryears, something predating the digital age. (1) Handheld games represented engaging the modern gamer on-the-move.
■2つ目
In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry experienced discussions as fervent as ever seen. (6) The decentralization of the gaming medium—akin to the fragmentation in medieval theology—led to varied perspectives on what constituted ‘real’ gaming. E-sports’ emergence, analogous to the European Renaissance’s humanism, brought with it critiques about the ‘casual’ nature of mobile games, suggesting that real competition thrived on dedicated consoles or PCs.
■3つ目
Major game developers, in defining their identity in this digital age, often focused on creating games best suited for their target platforms, sometimes sidelining mobile platforms. (7) During the era of digital convergence from the late 20th century to the early 21st, the lines that had once starkly separated different gaming platforms began to blur.
In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry experienced discussions as fervent as ever seen. (6) The decentralization of the gaming medium—akin to the fragmentation in medieval theology—led to varied perspectives on what constituted ‘real’ gaming. E-sports’ emergence, analogous to the European Renaissance’s humanism, brought with it critiques about the ‘casual’ nature of mobile games, suggesting that real competition thrived on dedicated consoles or PCs.
前:In the wave of digitalization spanning from the late 20th to early 21st centuries, the gaming industry
後:The decentralization of the gaming medium —akin to the fragmentation in medieval theology—
選択肢を見てみるとこれは簡単ですね。
(a) The rise of ‘online gaming’ and ‘multiplayer platforms’ during this period inevitably intersected with the discourse on ‘handheld games.’
(e)they
(h)many
■3つ目
Major game developers, in defining their identity in this digital age, often focused on creating games best suited for their target platforms, sometimes sidelining mobile platforms. (7) During the era of digital convergence from the late 20th century to the early 21st, the lines that had once starkly separated different gaming platforms began to blur.
続いてのこの問題も難しくはありません。
選択肢を見てもらえれば、、、
Yet simultaneously, they couldn’t ignore the massive audience of handheld games, leading to the creation and optimization of titles for these devices.
they=Major game developersとなるので、
代名詞の情報からこちらを入れれば良いでしょう。
まず、音声を聞く前に教材のスクリプトを読み、知らない言葉があればその意味を調べておきます。例えば、教材が「The quick brown fox jumps over the lazy dog」という文章だとします。ここで「fox」や「jumps」の意味がわからなければ、それぞれ「キツネ」、「飛び越える」という意味であることを調べておきます。
下がり型(下降型):平叙文、感嘆文、命令文、5W1Hで始まる疑問文では、文末を下げて発音します。例えば、「She is running.(彼女は走っています。)」や、「What a beautiful day!(なんて美しい日だ!)」、「Sit down.(座って。)」、「What is your name?(あなたの名前は何ですか?)」などがこれに該当します。
上がり型(上昇型):一般疑問文では、文末を上げて発音します。例えば、「Are you okay?(大丈夫ですか?)」のような文は、最後の「okay?」の部分を高く発音します。
休みの日は何をして過ごしますか?の答え方
この質問に対しては、自分の趣味を簡単に述べるのが一番です。
例えば、「I typically spend my leisure time reading books. I’m particularly fond of immersing myself in novels.」などと答えることができます。
どんな仕事をしていますか?の答え方
この質問に対しては、自分の職種を説明するのが一番です。
例えば、「I’m a high school student」や「I’m employed in the Research and Development sector of my company.」などと答えることができます。
ここまでどうやって来ましたか?の答え方
この質問に対しては、「I utilized public transportation, specifically the subway and bus.」や「I arrived here on foot.」などと答えることができます。
賛成の意見: “I agree with the idea that ~ because ~.”
反対の意見: “I disagree with the idea that ~ because ~.”
原因と結果: “One reason for ~ is that ~, which leads to ~.”
比較: “Compared to ~, I think that ~ is more ~ because ~.”
この表現を文章を使うとこんな感じです。
賛成の意見: “I agree with the idea that students should wear uniforms because it promotes a sense of unity and equality among them.”
反対の意見: “I disagree with the idea that students should wear uniforms because it restricts their freedom of expression and individuality.”
原因と結果: “One reason for the increase in obesity is that people are consuming more processed foods, which leads to weight gain and health problems.”
比較: “Compared to living in the city, I think that living in the countryside is more peaceful because there is less noise and pollution.”
One reason for ~ is that ~, which leads to ~.
A causes B because ~.
As a result of ~, ~ occurs.
Due to ~, ~ happens.
The main cause of ~ is ~, resulting in ~.
以下は、これらのテンプレートを使った例文です。
One reason for the increase in obesity is that people are consuming more processed foods, which leads to weight gain and health problems.
Air pollution causes respiratory problems because it contains harmful particles that can damage the lungs.
As a result of the growing popularity of online shopping, many brick-and-mortar stores are closing down.
Due to the advancement of technology, many jobs are being replaced by automation.
The main cause of climate change is the emission of greenhouse gases, resulting in global warming and extreme weather events.
英検準1級でQ &Aで使える表現
Q &Aは、ディスコースマーカーをうまく使うことでつながりが明確になり、
得点が高くなりやすいので、ここでいくつか状況別に使える表現をお伝えしていきます。
1. 個人的な意見や信念を表現する
“In my opinion, ~.”
“I believe that ~.”
“From my perspective, ~.”
“As far as I’m concerned, ~.”
2. 強調や指摘をする
“I’d like to point out that ~.”
“It’s worth mentioning that ~.”
“I’d like to emphasize that ~.”
3. 対比や比較を示す
“On the one hand, ~. On the other hand, ~.”
“However, ~.”
“Nevertheless, ~.”
“On the contrary, ~.”
“In contrast, ~.”
4. 理由や順序を提示する
“There are several reasons for ~.”
“Firstly, ~. Secondly, ~. Lastly, ~.”
5. 追加情報を提供する
“In addition to ~, there is also ~.”
“Not only ~, but also ~.”
6. 例示をする
“For instance, ~.”
“For example, ~.”
“Such as ~.”
“In particular, ~.”
7. 結果や結論を示す
“Although ~, ~.”
“Despite ~, ~.”
“As a result, ~.”
“Therefore, ~.”
“Consequently, ~.”
“Thus, ~.”
“In conclusion, ~.”
“To sum up, ~.”
“All in all, ~.”
“Do you believe that traditional education systems are becoming obsolete in the era of technology and online learning?”
“Is the ‘one-size-fits-all’ approach to education still relevant in our diverse and evolving society?”
“Can countries with limited resources successfully implement a high-quality digital education system?”
“Does the current education system adequately prepare students for the future job market?”
“Are standardized tests an accurate measure of a student’s ability and potential?”
“Do you think that vocational and technical education is underemphasized in our current education system?”
“Should we place more emphasis on teaching soft skills, such as communication and problem-solving, in schools?”
“Do you believe that a liberal arts education is still valuable in today’s technology-driven world?”
“How can developed countries help improve the quality of education in developing nations?”
“Do you think that the increasing costs of higher education are justifiable in today’s society?”
Japan
“Do you think the Japanese work culture of long hours (also known as ‘Karoshi’) is sustainable in the long run?”
“How does Japan’s aging population affect its economy and social structure?”
“Do you believe the ‘Cool Japan’ strategy effectively promotes Japanese culture abroad?”
“How has the Fukushima nuclear disaster influenced Japan’s energy policy?”
“Can Japan maintain its cultural identity while becoming more globalized and diversified?”
“What impacts does Japan’s declining birth rate have on its future workforce and society?”
“Do you think the Japanese education system sufficiently addresses the needs of the 21st century?”
“How has the concept of ‘Wa’ (harmony) influenced modern Japanese society?”
“What role do you think Japan should play in global environmental initiatives?”
“Do you believe that Japan’s ‘lifetime employment system’ is still viable in today’s rapidly changing economic environment?”
Work
“Do you think remote work is more beneficial for employees and employers compared to traditional office work?”
“Is it crucial for individuals to pursue work that aligns with their passions?”
“How do you view the balance between work and personal life in today’s world?”
“Are flexible working hours more effective in increasing productivity than a strict 9-to-5 schedule?”
“Is job security more important than job satisfaction in today’s economic climate?”
“Should companies put more emphasis on employees’ mental health in the workplace?”
“Can a four-day work week be as productive as a traditional five-day work week?”
“Are apprenticeships and internships a necessary part of the transition from education to work?”
“How important is it for companies to invest in continuous learning and development opportunities for their employees?”
“Does the increasing prevalence of automation and AI pose a significant threat to human jobs?”
Corporation
“Do you believe corporations have a responsibility to address societal issues, like climate change and income inequality?”
“How important is a strong corporate culture for a company’s success?”
“Should companies focus more on employee satisfaction or customer satisfaction?”
“Is it beneficial for companies to adopt remote work permanently after the pandemic?”
“Do multinational corporations have more advantages or disadvantages in today’s global economy?”
“Should companies invest more in corporate social responsibility initiatives?”
“How does technological innovation impact the way companies operate?”
“Can smaller companies compete effectively with large corporations in today’s market?”
“Do you believe corporations should prioritize diversity and inclusion in their hiring practices?”
“How critical is ethical business conduct for a company’s reputation and success?”
Parent
“Do you believe that parents should have a say in their child’s career choices?”
“Should parents monitor their children’s online activities for safety?”
“How important is it for parents to instill a sense of cultural heritage in their children?”
“Can parents effectively balance the demands of work and family life in today’s fast-paced society?”
“Should parents encourage their children to participate in competitive sports from a young age?”
“How can parents support their children’s mental health during their adolescent years?”
“Do you think parents should limit screen time for their children?”
“How influential are parents in shaping their children’s eating habits and attitudes towards food?”
“Should parents use rewards and punishments as a means of discipline?”
“How can parents encourage their children to value education and lifelong learning?”
Car
“Do you believe that electric cars will replace traditional gasoline-powered cars in the near future?”
“How significant is the role of cars in contributing to air pollution and global warming?”
“Should governments provide more incentives to encourage the purchase of electric cars?”
“How do you see the impact of self-driving cars on our daily lives and society?”
“Is it necessary for people to own cars in cities with efficient public transportation?”
“Do you think that car manufacturers should focus more on safety features than on speed and design?”
“What are the implications of the rise of ride-sharing services like Uber and Lyft on car ownership?”
“Can public transportation ever replace the need for cars in rural areas?”
“Should governments impose stricter emission standards on car manufacturers?”
“How do you think advances in technology will affect the car industry in the next decade?”