The topic of virtual violence in video games resulting in real life aggression has long been controversial—and many courts have

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问题     The topic of virtual violence in video games resulting in real life aggression has long been controversial—and many courts have tested the limits of the "video games made me do it" defense. Now a new study published this week in the March issue of the Psychological Bulletin adds to the debate with findings suggesting that, while exposure to violence in video games may not have huge consequences, they have very real implications. In a review of 130 studies including more than 130,000 subjects, researchers found that, regardless of age group, gender or culture, violent video games increased the likelihood of aggression and decreased empathy in kids.
    The studies, whose subjects ranged from elementary school students to college undergraduates, were conducted in the U.S., Europe and Japan and included both genders. Lead author, Craig Anderson, a psychology professor and director of the Center for the Study of Violence at Iowa State University, argues that these findings indicate that exposure to virtual brutality increases the likelihood of aggressive behavior, both in the short- and long-term.
    Anderson believes that this latest research, adding to earlier inquiries, points to the need to move beyond the question of whether or not exposure to virtual violence can have negative consequences. Now, he says, it is time to work toward creating public policies and promoting in-home approaches that will better enable parents to cultivate environments for children that incorporate video games as a healthy component. Speaking with USA Today he pointed out that: "The rating itself does not tell you whether it is a healthy or unhealthy game. Any game that involves killing or harming another character in order to advance is likely to be teaching inappropriate lessons to whoever is playing it."
    An accompanying critique of the research, written by Christopher Ferguson, an associate professor at Texas A&M International University, suggested that Anderson and colleagues’ findings overestimated the influence of video games. Ferguson pointed to his own research published earlier in the Journal of Pediatrics indicating that "delinquent peer influences, anti-social personality traits, depression, and parents/ guardians who use psychological abuse" were strong risk factors for aggressive and violent behavior in youths, while things like neighborhood quality, parents’ domestic violence and violent video games "were not predictive of youth violence and aggression".
    Anderson responded to the critique by acknowledging that the effect of video games on risk for later aggression was small and the aggression risk posed by video game violence should certainly be considered within the context of other risk factors. But, he also argued, exposure to video game violence is one risk factor for aggression that parents can readily do something about.
According to Anderson, what should be our present task about video games?

选项 A、To point out their negative consequences.
B、To abandon researches on their negative consequences.
C、To create good public and domestic environments.
D、To forbid incorporating them as a healthy component.

答案C

解析 根据题干中的Anderson,present task以及video games可定位到第三段。Anderson在该段针对电子游戏的负面影响提出了建议。该段第二句中的Now对应了题干所问的at present,该句讲到要从creating public policies“制定公共政策”和promoting in-home approaches“推行在家中可行的方法”着手,确保父母为孩子提供有益健康的环境,C项中的public及domestic分别对应了这两点,故C项为正确选项。A项内容与第三段第一句中的the question of whether or not exposure to virtual violence can have negative consequences对应,但该句提到仅仅关注于电子游戏中的负面影响是不够的(move beyond),故A项错误。B项推断过度,虽然该段第一句提到不应仅仅关注电子游戏的负面影响,但这并不代表就应该放弃关于这方面的所有研究。D项正好与该段第二句末的incorporate video games as a healthy component意思相反,故也可排除。
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