复合题

Passage B

They poison the mind and corrupt the morals of the young, who waste their time sitting on sofa immersed in dangerous fantasy worlds. That, at least, was the charge leveled against novels during the 18th century by critics worried about the impact of a new medium on young people. Today the idea that novels can harm people sounds silly. And that is surely how history will judge modern criticism of video games, which are accused of turning young people into violent criminals. This week European justice ministers met to discuss how best to restrict the sale of violent games to children. Some countries, such as Germany, believe the answer is to ban some games altogether. That is going too far.

Criticism of games is merely the latest example of a tendency to regard new and unfamiliar forms of entertainment as devils. In 1816 waltzing was condemned as a “fatal infection” ; in the 1950s comic books were accused of turning children into drug addicts and criminals. In each case the pattern is the same: young people adopt a new form of entertainment, older people are frightened by its unfamiliarity and condemn it, but eventually the young grow up and the new medium becomes accepted—at which point another example appears and the Cycle begins again.

The opposition to video games is founded on the mistaken belief that most gamers are children. In fact, two-thirds of gamers are over 18 and the average garner is around 30. But the assumption that gamers are mostly children leads to a double standard. Violent films are permitted and the notion that some films are unsuitable for children is generally understood. Yet different rules are applied to games. Aren’ t games different because they are interactive? It is true that video games can make people feel excited or aggressive, but so do many sports. There is no evidence that video-gaming causes long-term aggression.

Games ought to be age-rated, just as films are, and retailers should not sell adult-rated games to children any more than they should sell them adult-rated films. Ratings schemes are already in place, and in some countries restrictions on the scale of adult-rated games to minors have the force of law. But many games for children are bought by parents. Rather than banning some games outright, the best way to keep grown-up games away from children is to educate non-gaming parents that, as with films, not all games are suitable for children.

Oddly enough, Hillary Clinton, one of the politicians who has led the criticism of the gaming industry in America, has recently come round to this view. But this week some European politicians seemed to be moving in the other direction: the Netherlands may follow Germany, for example, in banning some games outright. Not all adults wish to play violent games, just as not all of them enjoy violent movies. But they should be free to do so if they wish. 

What is the key to minimizing the negative effect of video games on children?
【正确答案】The key to minimizing the negative effect of video games on children is to educate parents that not all games are suitable for children.
【答案解析】倒数第二段的最后一句提到, 与其直接禁止一些游戏, 最好的办法是让那些父母知道, 就像电影一样, 不是所有的游戏都适合儿童。