Tuesday, November 1, 2011

Ninety-seven 1) ___percent_______ of twelve to seventeen year olds in the U.S. played video games in 2008, thus fueling an $11.7 billion domestic video game industry. In 2008, ten of the top twenty best-selling video games in the U.S.
2) ____invovlve______ violence.Violent video games have been blamed for school shootings, increases in the 3) _______percent___ of students being bullied, and violence towards women. Critics say that these games make players less sensitive to real-life violence, reward players for simulating violence, and that children 4) _____interperet_____ them to mean violence is an acceptable way to resolve conflicts.Video game advocates 5) ____involve______ the research on this topic as deeply flawed and say that there is no relationship between video games and social violence. They argue that violent video games may reduce violence by serving as a substitute for rough and tumble play and by providing a safe outlet for aggressive and angry feelings.

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