英文速読 中級-41
“The impact of exposure to violent video games has not been studied as extensively as the impact of exposure to TV or movie violence,” the researchers write in “Psychological Science in Public the Interest. “However, on the whole, the result reported for video games to date are very similar to those who obtained in investigations of TV and movie violence.” Among the effects of violent game playing are increases in physiological arousal and physically aggressive behavior, such as hitting, kicking, and pulling clothes or hair. Studies also have found a reduction in helpful behavior among youths exposed to violent video games.
Males tend to prefer action-oriented video games involving shooting, fighting, sports, action adventure, fantasy role-playing and strategy, according to the Michigan State survey. Females prefer classic board games, trivia quizzes, puzzles, and arcade games Electronic game playing gets young people involved with technologies and opens up opportunities in high-paying tech careers, notes communication professor Bradley Greenberg of Michigan State.
“It is believed that these opportunities accrue to boys because they spend more time working with electronic games and computers,” says Greenberg. “if girls become more involved with technology at an early age, it is likely that the interest in technology will continue into the work world.” If females do become more involved in technology fields, including game development, they may create less-violent games that promote cooperation rather than aggression.
Video games are in 80% of U.S. homes with children; they generated $6 billon in 2000 and $11 billion by 2003. “All indications are that the industry will continue to grow at a healthy clip,” says Greenberg. “The emerging market is for games designed more with girls in mind that engage them for longer periods of time and force them to investigate more the technology behind the game. The next frontier involves transferring video game technology to educational settings and using the young people`s fascination with the games to involve them more with innovative teaching technologies,” until that day comes, however, more awareness is needed of the impact of violent games on young people’s behavior, Anderson and his colleagues conclude.
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“The impact of exposure to violent video games has not been studied /as extensively as the impact of exposure to TV or movie violence,” the researchers write in “Psychological Science in Public the Interest. “However, on the whole, the result /reported for video games to date /are very similar to /those who obtained in investigations of TV and movie violence.” Among the effects of violent game playing /are increases in physiological arousal and physically aggressive behavior, such as hitting, kicking, and pulling clothes or hair. Studies also have found a reduction in helpful behavior among youths exposed to violent video games.
「暴力的なテレビゲームにさらされることの影響は研究されてきていない、テレビや映画の暴力シーンにさらされることの影響ほど広範囲には。」と研究者たちはPsychological Science in the Public Interestに書いている。「しかし、全体的に見ると、結果は、テレビゲームに関して今までに報告された、とてもよく似ている、テレビと映画の暴力シーンについての調査で得られたものと。」暴力的なゲームをすることについての影響の中には、生理的な興奮や身体的に攻撃性のある行動における増加がある、殴る、蹴る、服あるいは髪を引っ張るなどのような。研究はまた減少を見出している、人の助けになる行動における、若者の間で、暴力的なテレビゲームにさらされている。
Males tend to prefer action-oriented video games involving shooting, fighting, sports, action adventure, fantasy role-playing and strategy, according to the Michigan State survey. Females prefer classic board games, trivia quizzes, puzzles, and arcade games. Electronic game playing gets young people involved with technologies and opens up opportunities in high-paying tech careers, notes communication professor Bradley Greenberg of Michigan State.
男性はアクション中心のテレビゲームを好む傾向がある、射撃、戦闘、スポーツ、アクション冒険もの、空想ロールプレイング、そして戦略ものなどの、ミシガン州の調査によると。女性は伝統的な卓上盤ゲーム、雑学クイズやパズル、ゲームセンターのゲームを好む。電子ームをすることは若者たちを科学技術に関わらせる、そして給与の高い技術の仕事における機会を広げる、と指摘している、コミュニケーション学のブラッドリー・グリーンバーグ教授は。
“It is believed that these opportunities accrue to boys because they spend more time working /with electronic games and computers,” says Greenberg. “if girls become more involved with technology /at an early age, it is likely that the interest in technology will continue /into the work world.” If females do become more involved in technology fields, including game development, they may create less-violent games /that promote cooperation rather than aggression.
「それは考えられている、こうした機会は少年たちに生じると、彼らがより多くの時を費やすためだと、電子ゲームやコンピューターを扱うことに。」とグリーンバーグは言う。「もし、少女たちが科学技術に関わるようになれば、幼い年齢で、科学技術に対する興味はおそらく継続するだろう、仕事の世界にまで。」もし女性が科学分野により多く従事するようになれば、ゲーム開発も含めて、彼女らはあまり暴力的でないゲームを創り出すかもしれない、それは攻撃性よりむしろ協力を促進する。
Video games are in 80% of U.S. homes with children; they generated $6 billon /in 2000 and $11 billion by 2003. “All indications are that the industry will continue to grow /at a healthy clip,” says Greenberg. “The emerging market is for games designed more with girls in mind /that engage them /for longer periods of time and force them to investigate more the technology behind the game. The next frontier involves transferring video game technology to educational settings and using the young people’s fascination with the games /to involve them more with innovative teaching technologies,” until that day comes, however, more awareness is needed /of the impact of violent games on young people’s behavior, Anderson and his colleagues conclude.
テレビゲームはアメリカの子を持つ家庭の80パーセントにあり、60億ドルを生み出した、2000年に、そして20003年までに110億ドルを。「全ての兆候は、この産業は成長し続けるだろうという事だ、健全な速度で、」とグリーンバーグは言う。「新興の市場は少女たちを念頭にデザインされたゲームのためのものだ、そしてそれは彼女たちを没頭させる、より長時間、そしてそれはゲームの背後の科学技術をもっと研究しようとさせる。次の未開拓分野はテレビゲームの科学技術を教育環境へ移すことを含んでいる、そして若者がゲームに魅了されていることを利用することを含んでいる、もっと彼らを革新的な教育技術に関わらせるために。」しかし、その日が来るまで、より多くの自覚が必要とされる、暴力的なゲームの影響についての、若者の行動に対する。」とアンダーソンと彼の同僚たちは結論付けている。