Video games get a bad press. Many are unquestionably violent and, as has been the way with new media from novels to comic books

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问题     Video games get a bad press. Many are unquestionably violent and, as has been the way with new media from novels to comic books to television, they have been accused of corrupting the moral fabric of youth. Nor are such accusations without merit. There is a body of research suggesting that violent games can lead to aggressive thoughts, if not to violence itself.But not allgames are shoot-them-ups, and what is less examined is whether those that reward more constructive behavior also have lingering impacts. That, however, is starting to change. Two studies showing that video games have a bright side as well as a dark one have been carried out recently.
    One, to be published in June by the Journal of Experirnental Social Psychology, was conducted by Douglas Gentile, of Iowa State University’s media research laboratory. He and his colleagues tested the effects of playing so-called "pro-social" games on children and young adults in three countries.
    A group of 161 American students played one of six games for 20 minutes. Some were given"Ty2" or "Crash Twinsanity", both of which involve cartoonish fighting and destruction. Others were assigned "Chibi-Robo!", which involves helping characters in the game by doing their chores, or "Super Mario Sunshine", in which players clean up pollution and graffiti. A third group, acting as a control, played "Pure Pinball" or "Super Monkey Ball Deluxe", both of which involve guiding a ball through mazes.
    Their games over, the participants were asked to choose 11 of 30 easy, medium or hard shape-based puzzles for a partner to complete, and told that their partner would receive a $10 gift voucher if he could complete ten of them. Those who had been playing prosocial games were significantly more likely to help their partner by selecting easy puzzles. The opposite was true for those assigned violent games.
    The other parts of Dr Gentile’s study looked at established behavior. In one, a group of 680 Singaporeans aged 12-14 were asked to list their three favorite games and state the number of hours they played. They were then given questionnaires, the answers to which suggested that those who spent the longest playing games which involved helping others were most likely to help, share, co-operate and empathize with others. They also had lower scores in tests for hostile thoughts and the acceptance of violence as normal. In the second, Japanese aged 10-17 were asked how much time they spent playing games in which the main character helps others. When questioned three to four months later, those who played these types of games the most were also rated as more helpful to those around them in real life.
Douglas Gentile’s research tends to test

选项 A、whether video games can produce long-term impact on the youth.
B、the effect of playing pro-social games on the youth.
C、whether the youth are able to classify different video games.
D、the effect of playing violent games on the youth’s moral fabric.

答案B

解析 事实细节题。根据Douglas Gentile与test定位到第二段。其中最后一句话提到金泰尔和他的同事测试了所谓的“亲社会”类游戏对3个国家的青少年的影响。故B项最符合题意。A项中虽然提到实验目的是研究电子游戏对青少年的影响,但由于原文有明确指出pro-social games“亲社会的电子游戏”,故videogames的说法就太过宽泛和模糊了,且long-term一说也不正确,因为从第4段看,游戏结束后,这些参与者便被要求去参加拼图,显然不是测试长期的影响;文中指出实验目的是看青少年是否受到影响,而非
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