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 Paragraph 4, Christopher Ferguson believes that ________.

选项 A、Anderson exaggerates violent video games’ effect
B、guardians’ physical abuse is a risk factor for youth violence
C、youths’ behavior may be affected by their neighbors
D、the risk of video games must be considered with other factors

答案A

解析 根据题干可直接定位到第四段。该段讲述的是对上述研究的质疑和批评(critique)。第一句明确提到Christopher认为安德森的研究结果高估(overestimated)了电子游戏产生的影响,A项中的exaggerate“夸大”与文中的overestimated对应,effect则与文中的influence同义,故确定A项是正确答案。该段第二句引号内提到一些导致青少年有暴力倾向的危验因素,其中包括家长或监护人实施心理虐待(psychological abuse)。B项偷换成了physical“身体上的”。C项与文章意思相反,第四段末提到,邻居质量(neighborhood quality)对青年暴躁好斗并无多大影响。D项在第五段第一句中有提及,但该句为Anderson的观点,并非Christopher Ferguson的观点,且该内容超出了题干所规定的第四段范围。
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