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英語報刊閱讀SelectiveReadinginEnglishPrintNewsMediaZhejiangSci-TechUniversity
Chapter4SelectiveReadinginEnglishPrintNewsMediaZhejiangSci-TechUniversityLawandCrimeText1andExercisesABriefIntroduction1TextAnalysis2Exercises3Docomputergamesincreasetendenciestoviolenceinchildren?Thereisagrowingbodyofopinionthatthehighlevelofviolencedepictedinmanycomputergamesdoeshaveadeleterious(毒害身心的)effectonchildren,contributingtotheobservedincreaseinviolentbehaviourexhibitedbyjuveniles.AccordingtoanarticleintheJune1994issueofPsychologyDigest,adefinitecorrelationhasbeenestablishedbetweenthegrowingviolenceontelevisionandinmoviesandtheincreaseinaggressivebehaviourofpeopleingeneral,butespeciallyintheyoung.ComputerViolenceWhatareviolentcomputergamesdoingtoourchildren?Published:JournalofCyberPsychologyandBehaviour,October2006.
Studyof299adolescentboysintheNetherlandsandBelgium.Boysthatdisplayedaggressivetraitswereespeciallyattractedtoviolentgamesandspentmoretimeplayingthemthanboysdisplayingloweraggressivetraits.Playingviolentgamesincreasesaggressivenessanddecreasesempathy,whichinturnleadstoincreasedappreciationanduseofviolentgamesUnderstandingtheRatingSystemTheEntertainmentSoftwareRatingBoard(ESRB)isanindustryorganizationthathasdevelopedaratingsystemforcomputer,Internetandvideogames.MostgamessoldinNorthAmericaareratedusingthissystem.ESRBthreeparts:
ratingsymbolssuggestageappropriatenessforthegame(onthefrontofthegamebox)contentdescriptorstoindicateelementsinagamethatmayhavetriggeredaparticularratingand/ormaybeofinterestorconcern(onthebackofthegamebox);moredetailedratingsummariesthatareavailablethroughtheESRBWebsite.Aswellastheratingsystem,theESRB'sAdvertisingReviewCouncil(ARC)hasdevelopedalistofPrinciplesandGuidelinestoensureresponsibleadvertisingpracticesbythevideo-gameindustry.ARCisalsoresponsibleforrespondingtoconcernsorcomplaintsraisedbyconsumersregardingthemarketingofvideogames.QuestionsforComprehension1.“whenthekillingoccurred”means
whenhesawthatthetwoboyswereplayingabloodyvideogame,inwhich,Mike,thefriendofhis10-year-oldson,killedanunarmedopponent.Thesceneofkillingwasveryvivid,justlikewhatishappeninginthereality.2.reasonshewasshocked:itwasvivid,likearealmurder.Theboyswerestillsoyoung,whiletheyarelearninghowtokillaperson,evenanunarmedone,andwhat’sworse,theylookenjoyingitverymuch.Thisisreallyterrible.3.reason:Therearemanyviolentcasesliketheseexistinginourlife,childrenarejustcopyingtheverybadexamples.4.“thereal-lifeconsequences”
inreality,ifyoucommitacrime,youalwayspayforit.Thatistosay,youwillbepunishedtosomedegree.Youwillevengetadeathpenalty,sometimes,ifit’saveryseriouscase.whileinagame,youmayjustfeelthrilledafterkillingaperson(yourcomponent),andwon’tbepunishedatall,sometimes,youcanevengetarewardforyourkilling.5.differences:
Invideoorcomputergames:Itisvividandinteractivewithlifelikecharacters,detailedimagesofbrutality,heart-poundingmusic,macabresoundeffectandauthenticvoice.Itletsyoufeelthesensationofcommittingviolentacts.Youwillfeeljustinthegame.Inmoviesandtelevision:
youjustwatch,withoutparticipation.6.Therapidevolutionofgametechnologywillmakeitpossible.7.
No.heonlyspeaksforthegamesandhisownbenefits,maybe,neverfortheinnocentchildren.So,inmymind,heisaselfishguy,orapersonwithlittlesocialresponsibilities.8.AboutESRB(EntertainmentsoftwareRatingBoard)abriefaccount:it’saratingsystemtoinformparentsofgamesfeaturingviolentandsexuallyorientedcontent.Andthissystemdividesgamesinto5categories:EC,E,T,M,AOPurpose:thesystemisnotdesignedtokeepmaturegamesawayfromchildren,buttogiveparentsthetoolstodeterminewhattheydoordon’twantfortheirchildren.Achievements:mostpeoplethinktheratingsystemisaccurate.9.
No.Childrenarestilltooyoungtomakeagooddistinctionbetweenrightandwrong,andtheyalwayshaveastrongdesiretoimitatewhattheythinkcool,sosomeunkindgamesshouldbekeptawayfromtheinnocentchildren.10.Contradictoryattitudes:Theytrumpeteducationalgamesinhelpingdevelopkids’learningskills.(thegameshavegreatinfluenceonchildren.)Theydiscountthebaserinfluenceonbehaviorandattitudes.(gameshavenoinfluenceonchildren)forexample:therehasnoevidenceto
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