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 results of Craig Anderson’s study shows that playing violent video games ________.

选项 A、mainly affects non-adults’ aggressive behaviors
B、is very popular in developed countries
C、leads to aggressive behaviors in real life
D、raises the possibility of real violence

答案D

解析 根据题干中的人名Craig Anderson可定位到第二段。该段第二句indicate之后的宾语从句表明,接触虚拟暴力行为会使人更容易有暴躁行为,D项中的raises the possibility与文中的increases the likelihood对应,real violence则与文中的aggressive behavior对应,故可确定D项为正确答案。A项中的non-adults错误,因为研究对象包括了大学生成人在内,且该项中的affect“影响”说法过于宽泛。B项中的developed countries是根据第二段第一句中的U. S. ,Europe及Japan制造的干扰,虽然文中说研究的范围主要是发达国家,但并不能由此推断电子游戏在发达国家就很流行,故B项错误。C项的说法过于绝对,原文说的是增加可能性,电子游戏中的暴力并非一定会转化成现实中的暴力,故C项也不对。
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