Part 3

童年喜欢的玩具

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5. What's the difference between the toys kids play now and those they played in the past?

答案:

The disparity between toys that children play with today and those from previous generations is quite pronounced, reflecting both technological advancements and shifting cultural values. Modern toys, such as interactive electronic devices, often incorporate augmented reality and smart technology, providing immersive experiences that were unimaginable in the past. For instance, children can now engage with toys that respond to voice commands or connect to the internet, fostering a sense of interactivity and engagement.

In contrast, traditional toys, like wooden blocks or dolls, were predominantly focused on imaginative play and physical interaction. These toys encouraged creativity, social skills, and imaginative storytelling, which are sometimes lacking in today’s more screen-oriented options.

Moreover, contemporary toys frequently emphasize consumerism, with marketing strategies that create a sense of urgency and desire. This is a departure from past eras when toys were generally simpler and often handmade, reflecting a more sustainable approach to play. Thus, while modern toys may offer exciting new features, they might not always provide the same depth of learning and social interaction as their predecessors.


助记: disparity, interactive electronic devices, augmented reality, smart technology, interactivity, imaginative play, consumerism, desire, sustainable


翻译:

现在儿童玩具与过去几代儿童玩具之间的差异相当明显,反映了技术进步和文化价值观的变化。现代玩具,如互动电子设备,通常结合了增强现实智能技术,提供了过去难以想象的沉浸式体验。例如,孩子们现在可以与响应语音命令或连接互联网的玩具互动,从而培养一种互动性和参与感。

相比之下,传统玩具,如木块洋娃娃,主要专注于想象游戏和身体互动。这些玩具鼓励创造力、社交技能和富有想象力的故事讲述,而这些在当今更多以屏幕为导向的选择中有时显得不足。

此外,现代玩具通常强调消费主义,市场营销策略创造出一种紧迫感和渴望。这与过去玩具通常更简单且多为手工制作的时代形成对比,反映出一种更可持续的游戏方式。因此,尽管现代玩具可能提供令人兴奋的新功能,但它们可能并不总能提供与其前辈相同的学习深度和社交互动。


笔记:

  1. disparity (/dɪˈspær.ɪ.ti/) - a great difference, 差异
  2. interactive electronic devices (/ˌɪn.təˈræk.tɪv/) - gadgets that allow user interaction, 互动电子设备
  3. augmented reality (/ɔːɡˈmen.tɪd/) - a technology that superimposes computer-generated images on a user's view, 增强现实
  4. smart technology (/smɑːrt/) - devices that connect to the internet and can perform tasks autonomously, 智能技术
  5. interactivity (/ˌɪn.tərˈæk.tɪ.vɪ.ti/) - the quality of being able to interact with a system, 互动性
  6. imaginative play (/ɪˈmædʒ.ɪ.nə.tɪv/) - creative play that allows children to express ideas, 想象游戏
  7. consumerism (/kənˈsjuː.mə.rɪ.zəm/) - the preoccupation with purchasing goods, 消费主义
  8. desire (/dɪˈzaɪər/) - a strong feeling of wanting something, 渴望
  9. sustainable (/səˈsteɪ.nə.bəl/) - able to be maintained at a certain rate or level, 可持续的