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.
The causal relation between virtual video games and real aggression has been ________.

选项 A、universally acknowledged
B、widely debated since long
C、confirmed by a recent study
D、challenged only recently

答案B

解析 本题询问虚拟电子游戏与现实生活中的好斗之间的因果关系,第一段就出现了相关内容。其中第一句谈到电子游戏中的虚拟暴力是否会导致人在现实生活中暴躁好斗长期以来颇具争议。题干中的causal relation正好与文中的resulting in对应,B项中的debated since long与文中的has long been controversial吻合,故可确定B为本题答案。本题关键是抓住第一句中的has long been controversial“长期以来颇受争议”,A项“是世人公认的”和D项“只是在最近受到质疑”均与此矛盾,故可首先排除。虽然第一段第二三句提到了一项发表在《心理学学报》的新研究表明两者存在一定的关系,但作者并没有明确指出该研究就能完全确定两者的因果关系,在第四段也提到一些对该研究结果的质疑,故C项中的confirmed“确定”说法不对。
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