Прочитай текст и выполни задания 12–18. В каждом задании запиши в поле ответа цифру 1, 2, 3 или 4, соответствующую выбранному варианту ответа.
How does violence in online games affect children?
Many violent video games exist online, promoting values we would not wish our children to ascribe to. Although age restrictions apply to these games, the situation is not monitored and young people are able to access them. Many violent games are very popular among youngsters, and those who do not play them are likely to feel like outsiders. This may force them to try to improve their social status by starting to play these violent games. So, what effect is this type of play likely to have on children and young people? In terms of Albert Bandura's social learning theory, we can assume that they will observe and learn such violent behaviour, and may apply it in the offline environment too.
Some people suggest that little difference exists between this type of violence and any other. Violence is a part of life and always has been, so why make so much fuss about its expression on the Internet? Research by Craig Anderson, from the University of Iowa, suggests that violent video games have a stronger impact on the player than violence witnessed in films and television programs. According to Anderson, because games are much more active, real, frequent, and powerful, they have a greater impact on the player.
Violence witnessed in films and television programs is consumed fairly passively — at most, an observer might identify with a person committing a violent act. In contrast, video or online games encourage the player to not only identify with agents of violence, but also to transform their identity and project themselves into the game, uniting with the violent hero figure. The player's hand is their hand, the player's face is their face — the player himself is the violent hero. The Internet also provides immediate and powerful feedback in terms of sight and sound: a punch is accompanied by cracking ribs and pain etched on the enemy's face.
Another important difference between films and television dramas and online games is the frequency of violence shown. In the former, violence is presented as part of a story, not the whole story. Online games can comprise entirely of acts of violence.
The reality factor is also significant. In the recordings of martial arts matches on TV, for example, the camera tends not to show the hit itself, and moves aside at the crucial moment. On the Internet, in contrast, the player can see the blow hitting the enemy and its impact on them; everything looks real and the details are not softened.
To summarize, Anderson suggests that the online representation of violence is very powerful and it can have a negative impact on young gamers. Moreover, the Internet is available 24/7 and accessible from everywhere. Online games can thus be omnipresent and may easily dominate a child's life.
Some leading researchers have demonstrated very clearly how violent games affect the player. Rene Weber and his team from the University of California examined brain activity among children who played Tactical Ops: Assault on Terror, a violent game in which the player has to survive by killing as many people as they can. Weber and his team found that identical brain activity was demonstrated by children playing this game and people engaging in aggressive action.
A Finnish research group found that, among boys aged ten to thirteen, a strong connection existed between playing computer games and violence. As the boys played more aggressive computer games, they demonstrated increasingly aggressive behaviour in their daily lives. This relationship was more pronounced among children who were not on good terms with their parents.
The creation and distribution of violent online games is a very lucrative business. For that reason, their promoters are running very sophisticated public relations campaigns, focusing on research that shows that no relationship exists between playing violent games and violent behaviour in real life. Such campaigns even point out the great advantages of these games, such as the improved coordination and spatial abilities of the players. The proliferation of such violent material will continue until detractors organise campaigns against these companies.
12. Which of the following statements about young people not playing popular online games is TRUE?
1) They don't want to play these games because they always lose.
2) They want to play these games to have friends.
3) They are violent and cruel in the offline environment because they can't take it out on the characters in the games.
4) They want to play these games because age restrictions attract them.
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13. According to Craig Anderson, violent video games have a great effect on young people because…
1) the violent acts in video games are extremely graphic.
2) in video games, the image is bright.
3) in video games, a player is an active participant.
4) young people don't deal with violence in real life.
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14. What is the difference between violence in films and online games?
1) People only observe violence in films, they don't participate in it.
2) Violence in film is more cruel than in online games.
3) In online games, the violence is less aggressive.
4) In online games, people don't identify with agents of violence.
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15. Why is the Internet considered omnipresent?
1) Because it can affect a child's life.
2) Because children can be online at any time and any place.
3) Because the Internet has become an integral part of a child's life.
4) Because the Internet exists in the present.
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16. What are the results of the research conducted by the team from the University of California?
1) The research doesn't prove the connection between online games and real-life behaviour.
2) People who play violent video games are particularly cruel.
3) Online games have no effect on brain activity.
4) People who play violent video games and behave violently in real life have the same brain activity.
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17. According to a Finnish study, which of the following statements is TRUE?
1) There is a minor connection between violent online games and offline violence.
2) Violent online games affect children's behaviour.
3) Violent online games are highly aggressive.
4) Violent online games worsen children's relationships with parents.
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18. Why do people continue to spread online games despite the research?
1) People like playing online games.
2) People don't believe the results of the studies.
3) People have done their own research that doesn't show a connection between violent online games and violent actions in real life.
4) People don't want to lose profits.
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