Video Games and Violence Reading Answers
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The Academic passage, Video Games and Violence Reading Answers, is a reading passage that consists of 14 questions.
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The question types found in this passage are:
- True/False/Not Given (Q. 27-33)
- Table Completion (Q. 34-39)
- Multiple choice Question (Q. 40)
Reading Passage 3
Video Games and Violence
For quite some time now, video games that involve significant amounts of violence have been blamed for growing numbers of violence by young people, the demographic most likely to play these games. Debate about this has even reached the courts, with both sides of the argument claiming that the scientific literature supports their opinions. Some experts involved have proclaimed that the debate is scientifically settled and that only people holding personal concerns and biases oppose these established truths.
Scientifically, two competing social theories have been formulated about the potential effects of video game violence. The first is that video games increase violence because they teach players how to be violent and reinforce violent tendencies. The second theory is that video games have a possibly beneficial effect, because they provide a socially acceptable outlet for the release of aggression and thereby promote better mental health.
Articles reviewing the effects of video games on general populations have found links between playing violent video games and changes in behaviour, and/or thought process, with some finding that people who played realistic violent games for 45 minutes had a greater increase in violent and aggressive feelings than persons who played unrealistic violent video games or non-violent video games for the same period. What seems clear though is that certain populations are more at risk and/or are more likely to play violent video games than others.
Studies suggest that at-risk individuals are usually male, have pre-existing personality disorders or traits, for example a conduct disorder, have pre-existing mental health conditions, have had difficult or traumatic upbringings, and are insecure with poor self-esteem. Children with attention deficit disorder were also seen to be at a higher risk of showing addictive behaviour to violent video games and that violent video games might be a significant risk variable for aggressive behaviour in persons who already have aggressive personality traits.
There are, of course, plenty of other groups of people (probably the majority of users) who play and enjoy video games, with or without violence, that have no character disorders at all. Another recent key report which relied on parents’ self-report of their children’s video game playing behaviours suggest that spending a large amount of time playing violent video games was correlated with troublesome behaviour and poor academic achievement. The same study also indicated that children who played more educational games had more positive outcomes.
What is interesting is that the comic book debate of the 1950’s is eerily similar when compared to the current debate about the effects of video games on children. In 1954, the US Senate Subcommittee on Juvenile Delinquency held hearings on the effects of comic books on America’s youth. The primary focus of the Senate hearings was ‘crime and horror’ comic books, some of which graphically showed horrific images, such as dismembered bodies.
Concerns were voiced that these comics would lead to a decline in public morals, an increase in violence and aggression, an increase in general lawlessness, and societal disrespect and deterioration. Medical and social science experts became involved in the debate, writing articles in reputable journals. Many of the concerns that dominate the current video game debate were also expressed and it could show the frequently experienced perception that violent behaviour is always more prevalent in the present than in the past and that people just search for a scapegoat on which to blame it.
Although many articles have suggested a connection between violent video games and aggression, several studies have found no such relationship. One study in fact showed that non-gamers and excessive gamers both had lower self-reported mental wellness scores than low to moderate gamers. This finding suggests that excessive playing may be detrimental, but that there are some protective and non-harmful consequences to playing in moderation.
This finding is in line with social theory, which suggests that video games, like sports, may provide an outlet for individuals to work through aggression and, therefore, have better mental functioning and overall lower levels of aggression. The same study pointed to the positive attributes of violent video game playing, such as improved visual-spatial coordination, increased peripheral attention, and increased decision-making capabilities. People who play a lot of video games also generally have better overall computer skills than people who do not.
Another study examining the multivariate risk issues for youth violence showed that the most common positive predictors of youth violence were delinquent peer influences, antisocial personality traits, depression, and parents or guardians who use psychological abuse in family relationships. The factors that were not found to be predictive of youth violence included neighbourhood quality, parental use of domestic physical violence in intimate relationships, and exposure to violent television or video games.
A recent neurological study provided further evidence that video games do not increase violent behaviour by users. The study examined whether there was a change in brain imaging that suggested a loss of distinction between virtual and actual violence in players of violent video games compared with controls. What was found was that the ability to differentiate automatically between real and virtual violence was not diminished by a long-term history of violent video game play, and nor were gamers’ neural responses to real violence subject to desensitization processes. This would indicate that video games do not cause people to lose their grip on what is real in comparison with what is fantasy.
Many questions are raised by the split nature of the scientific literature regarding violence and video games and it should also be remembered that a correlation does not prove a causation. Stakeholders need to examine the current video game debate in order to decide how to sensibly influence social policy.
Questions 27-33
Do the following statements agree with the information given in the text?
TRUE if the statement agrees with the information
FALSE if the statement contradicts the information
NOT GIVEN if there is no information on this
27 Violent video games are most likely to be played by people in their youth and middle age.
28 It has been claimed that people, who still feel the effects of violent video games are not decided and clear, have vested interests in the debate.
29 lt is claimed that men and women are more or less equally threatened by the effects of violent video games.
30 One study has found a link between usage of violent video games and poor school performance.
31 Various violent video games are based on stories previously published in comic books.
32 Some of the comic books of the 1950’s had shocking images of mutilated people.
33 It has been claimed that violence has always been present in society and video games are just the latest thing to blame it on.
Questions 34-39
Studies Defending the Use of Violent Video Games
Study 1 |
|
Study 2 |
|
Study 3 |
|
Question 40
40 What is the writer’s purpose in the reading passage?
A To defend the use of violent video game usage.
B To discourage people from using violent video games.
C To examine examples of violence by users of violent video games.
D To review what has been discovered about the effects of violent video games.
Answer Key
Question No. | Answer | Question No. | Answer |
27. | False | 34. | (mental) wellness score |
28. | True | 35. | aggression |
29. | False | 36. | decision-making (capabilities) |
30. | True | 37. | neighborhood (quality) |
31. | Not Given | 38. | brain imaging |
32. | True | 39. | desensitization (processes) |
33. | True | 40. | D |
Explanation
27 Answer: False
Question type: True/False/Not Given
Answer location: Paragraph 1, line 1
Answer explanation: In the noted line of Paragraph 1, it is said that “For quite some time now, video games that involve significant amounts of violence have been blamed for growing numbers of violence by young people, the demographic most likely to play these games.”. It can be pointed out that the most likely group to get involved in violent video games is the youth and not the middle ages. As the statement contradicts the information, the answer is False.
28 Answer: True
Question type: True/False/Not Given
Answer location: Paragraph 1, line 3
Answer explanation: In the specified line of the first paragraph, it is said that “Some experts involved have proclaimed that the debate is scientifically settled and that only people holding personal concerns and biases oppose these established truths.”. From this statement, it can be concluded that people who do not have a clear idea of the negative effects of violent video games and have personal concerns have interest in the discussion by opposing the established result of the debate. Hence, the answer is True.
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29 Answer: False
Question type: True/False/Not Given
Answer location: Paragraph 3, line 2 & Paragraph 4, line 1
Answer explanation: In the highlighted lines of Paragraph 3 & 4, it is said that “What seems clear though is that certain populations are more at risk and/or are more likely to play violent video games than others./Studies suggest that at-risk individuals are usually male…”. It can be stated that men are likely to be the most affected group when it comes to violent video games. Hence, the answer is False.
30 Answer: True
Question type: True/False/Not Given
Answer location: Paragraph 4, line 2
Answer explanation: In Paragraph 4, it is said that “Children with attention deficit disorder were also seen to be at a higher risk of showing addictive behaviour to violent video games…”. This points to the fact that it has been found out that there is a link between addiction to violent video games and attention deficit disorder in children, which affects their school performance negatively. Hence, the answer is True.
31 Answer: Not Given
Question type: True/False/Not Given
Answer location: N.A.
Answer explanation: Since there is no information about violent video games being based on stories previously published in comic books, the answer is Not Given.
32 Answer: True
Question type: True/False/Not Given
Answer location: Paragraph 6, line 3
Answer explanation: In the mentioned line, it is stated “The primary focus of the Senate hearings was ‘crime and horror’ comic books, some of which graphically showed horrific images, such as dismembered bodies.”. It can be concluded that some of the comic books of the 1950’s had shocking images of mutilated people (dismembered bodies) which was the topic of discussion in the US Senate Subcommittee on Juvenile Delinquency hearings. Hence, the answer is True.
33 Answer: True
Question type: True/False/Not Given
Answer location: Paragraph 7, line 3
Answer explanation: In Paragraph 7, it is said that “…it could show the frequently experienced perception that violent behaviour is always more prevalent in the present than in the past and that people just search for a scapegoat on which to blame it.”. This points out that violence has always been present in society and video games are just the latest thing to blame it on (scapegoat). Hence, the answer is True.
34 Answer: (mental) wellness score
Question type: Table Completion
Answer location: Paragraph 8, line 2
Answer explanation: The following line – One study in fact showed that non-gamers and excessive gamers both had lower self-reported mental wellness scores than low to moderate gamers.– proves the fact that non-gamers and excessive gamers have the same mental wellness score. Hence, the answer is ‘(mental) wellness score’.
35 Answer: aggression
Question type: Table Completion
Answer location: Paragraph 2, line 3
Answer explanation: The specified line states that “The second theory is that video games have a possibly beneficial effect, because they provide a socially acceptable outlet for the release of aggression and thereby promote better mental health.”. From this reference, it can be said that while playing violent video games, users can get rid of their aggression and therefore have a better mental health. Hence, the answer is ‘aggression’.
36 Answer: decision-making (capabilities)
Question type: Table Completion
Answer location: Paragraph 9, line 2
Answer explanation: The indicated line of Paragraph 9 mentions that “The same study pointed to the positive attributes of violent video game playing, such as improved visual-spatial coordination, increased peripheral attention, and increased decision-making capabilities.”. This statement indicates that some of the positive effects of playing violent video games are improved visual-spatial coordination, increased peripheral attention, and increased decision-making capabilities. Hence, the answer is ‘ decision-making (capabilities)’.
37 Answer: neighborhood (quality)
Question type: Table Completion
Answer location: Paragraph 10, line 2
Answer explanation: The given line of Paragraph 10 says that “The factors that were not found to be predictive of youth violence included neighbourhood quality, parental use of domestic physical violence in intimate relationships, and exposure to violent television or video games.”. It is clear that according to the second study, the factors that were not found to be predictive of youth violence (non-factors) are neighbourhood quality, parental use of domestic physical violence in intimate relationships, and exposure to violent television or video games. Hence, the answer is ‘neighborhood (quality)’.
38 Answer: brain imaging
Question type: Table Completion
Answer location: Paragraph 11, line 2
Answer explanation: The given line of Paragraph 11 says that “The study examined whether there was a change in brain imaging that suggested a loss of distinction between virtual and actual violence in players of violent video games compared with controls.”. From the quoted reference, it can be concluded that the neurological study examines variations in brain imaging when users interact with virtual and real violence. Hence, the answer is ‘brain imaging’.
39 Answer: desensitization (processes)
Question type: Table Completion
Answer location: Paragraph 11, line 3
Answer explanation: The cited line in Paragraph 11 says that “What was found was that the ability to differentiate automatically between real and virtual violence was not diminished by a long-term history of violent video game play, and nor were gamers’ neural responses to real violence subject to desensitization processes. ” In light of the fact that the desensitization processes with regards to real violence in users’ neural reactions were also not affected, the answer is ‘desensitization (processes)’.
40 Answer: D
Question type: Multiple Choice Question
Answer location: Whole Passage
Answer explanation: Initially, we find that the writer discusses the negative sides and findings on violent video games. Gradually, in the later paragraphs, the positive or the lack of any negative effects are also explained. It proves that the writer has written the passage to review what has been discovered about the effects of violent video games. Hence, the answer is D.
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