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.
Which of the following could be the most appropriate title for the text?

选项 A、Real Violence as A Result of Virtual Brutality
B、Negative Effects of Violent Video Games
C、Video Games: A Risk Factor for Aggression
D、Pros and Cons of Video Games

答案C

解析 主题大意题。全文的首句就提出了主题,即电子游戏中的虚拟暴力会不会导致人在现实生活中暴躁好斗,本文的主题词包括有video games,virtual violence,real violence,aggression等,四个选项中A项和C项涵盖了较多的主题词,其中C项的A Risk Factor还说明了电子游戏和现实生活中的暴躁好斗可能存在的关系,可以概括本文主题,故确定C项为本题答案。A项虽然也包含有本文的一些关键词,但本文论述的主题是电子游戏中的暴力,而非现实世界中的暴力,且由文中的研究结果可知,虚拟暴力只是增加现实生活中暴力行为的可能,并不一定会导致real violence,故排除A项。文中的关注点是电子游戏中的暴力问题,B项将其扩大到电子游戏中的所有负面影响,故B项也可排除。D项同样将论述范围扩大到了电子游戏的好坏两面,文中没有提到电子游戏的好处 (pros),故确定D项也不对。
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