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 all games 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 Experimental 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 pro-social 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.
单选题 The statement "Video games get a bad press"(Line 1, Paragraph 1)is used to show that video games are
【正确答案】 C
【答案解析】解析:语义理解题。由题干可定位到第一段。原文提到,许多电子游戏被指责败坏青少年道德,故C项“遭到批评的”符合此意。
单选题 Which of the following is true according to the first paragraph?
【正确答案】 A
【答案解析】解析:推理判断题。根据题干定位到第一段。文中提到暴力游戏确实可能导致攻击性的思想,故A项“对人的思想有害”符合题意。
单选题 Douglas Gentile"s research tends to test
【正确答案】 B
【答案解析】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。
单选题 Pro-social games enable participants to
【正确答案】 D
【答案解析】解析:事实细节题。根据participants定位到第四段。第四段讲到玩“亲社会”类游戏的学生显然更乐意帮助他们的搭档挑选容易的拼图,故D项正确。
单选题 Dr Gentile"s study on established behavior shows that
【正确答案】 B
【答案解析】解析:推理判断题。根据Dr.Gentile和established behavior定位到最后一段。其中提到“调查问卷的答案表明,那些花最长时间玩帮助他人的游戏的孩子最乐于助人、分享协作、富有同情心”,故B项与此相近。