“赛博种田”为何让年轻人如此着迷?
“赛博种田”为何让年轻人如此着迷?

In recent years, farming simulation games like Stardew Valley and Animal Crossing have gained global popularity, giving rise to a new generation of “digital farmers”. These players cultivate virtual crops, raise digital animals, and build communities in online worlds. This trend, known as “cyber farming”, merges agricultural simulation with digital interaction, allowing users to experience the rhythms of rural life through their screens.

The appeal of cyber farming lies in its ability to fulfill fundamental human needs. A major attraction is the sense of control it provides. From sowing seeds to gathering harvests, each step offers visible results through careful effort. This predictable cycle stands in contrast to the pressures and uncertainties of modern urban living. “In the game, I decide what to plant, when to water, and when to harvest — it’s like managing my own peaceful world,” shared one university student.

Another significant feature is the immediate feedback. While real achievements often require long-term effort, virtual crops may grow in just hours, giving players a quick and satisfying sense of reward. Beyond that, the virtual environment is safe and forgiving. If crops fail or tasks are missed, players can simply try again. This low-risk setting reduces anxiety and encourages experimentation without real-life consequences.

The rise of cyber farming reflects deeper psychological needs among today’s youth. Many seek relief from the fast pace and competition of city life. As noted by researcher Xu Youjiangyu, these games serve as a form of “emotional self-regulation”. They allow young people to benefit from modern conveniences while mentally escaping to a more peaceful digital space. “It’s less about avoidance and more about balancing reality with a calming outlet,” Xu explained.

Moreover, cyber farming echoes a much older cultural tradition. The ancient ideal of returning to a simple rural life — expressed by poets like Tao Yuanming — finds new expression in these digital landscapes. For young people far removed from farming, these games offer a way to reconnect with nature metaphorically (隐喻地). “Tao Yuanming wrote about farming under the moon; I plant digital crops under my lamp. The sense of calm feels similar,” one player remarked. In this way, cyber farming bridges centuries-old desires with contemporary technology.

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1.1.What does cyber farming provide that modern urban life often lacks?

A Predictable outcomes.

B Social recognition.

C Researchers’ guidance.

D Zero pressure.

解析:选A。A 细节理解题。文章第二段明确指出,现代城市生活充满“pressures and uncertainties”(压力和不确定性),而“cyber farming”则提供了“This predictable cycle”(可预测的循环),从播种到收获每一步都带来可见的结果。因此,虚拟农耕提供了城市生活所缺乏的“可预测结果”。故选A。

2.2.What do both immediate feedback and a safe environment together offer players?

A Risk-free exploration.

B Real-life farming skills.

C Certain success.

D Social connections.

解析:选A。A 细节理解题。文章第三段分别解释了“immediate feedback”(即时反馈)让玩家获得快速满足感,而“safe environment”(安全环境)则允许“low-risk setting”(低风险设定),玩家失败后可以重试,从而“encourages experimentation without real-life consequences”(鼓励尝试而无现实后果)。两者结合带来的正是“无风险的探索”。故选A。

3.3.What can be inferred from Xu Youjiangyu’s comments about cyber farming?

A It completely eliminates anxiety.

B It serves as a mental escape valve.

C It primarily teaches farming techniques.

D It rejects modern technology.

解析:选B。B 推理判断题。第四段中Xu Youjiangyu指出,这类游戏是一种“emotional self-regulation”(情绪自我调节),让年轻人“mentally escaping to a more peaceful digital space”(精神上逃向更宁静的数字空间),并强调“balancing reality with a calming outlet”(用平静的出口平衡现实)。由此可推断,虚拟农耕起到了精神减压阀的作用。故选B。

4.4.What is the author’s primary purpose in mentioning Tao Yuanming?

A To contrast ancient and modern lifestyles.

B To advocate a return to farming.

C To reject all traditional values.

D To highlight a cultural continuity.

解析:选D。D 推理判断题。文章最后一段指出,陶渊明表达的“回归田园”理想在数字农场中得到新体现,作者总结“cyber farming bridges centuries-old desires with contemporary technology”,目的是强调古代理想与现代形式之间的文化延续性。故选D。