Read the passage given below:
1. As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot. Many are quick to point out that most school shootings in recent years have been carried out by avid gamers, and their games of choice were always dark and violent.
2. But it begs the question: Which comes first? Can aggressive and violent behaviour be attributed to violence in video games? Or do those who play already have violent tendencies which draw them to violent games? It's a type of "chicken or the egg" debate that has strong advocates on both sides.
3. Though video games made their appearance in the 1970s, it wasn't until systems like the Sony PlayStation were released in the 1980s that violence became an issue. Along with these more sophisticated systems came the ability to make graphics more lifelike. The more lifelike they've become, the more interest there has been in the correlation between violent games and violent behaviour.
4. One of the primary concerns with violence in video games is that gaming is not passive. In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts. Most researchers acknowledge that this kind of active participation affects a person's thought patterns, at least in the short term.
5. Another factor that concerns both researchers and parents is that violence in video games is often rewarded rather than punished. In army and sniper games, players "level up" based in part on how many people they kill. If played frequently enough, games like this can skew a young person's perception of violence and its consequences.
6. In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the greatest contributions to the study of violence and video games, the GAM helps explain the complex relationship between violent video games and aggressive gamers. The GAM takes some (though not all) of the heat off video games by acknowledging that a gamer's personality plays into how he is affected by violence. Anderson and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behavior. Some people's responses are naturally more hostile, making them predisposed to respond more aggressively to violent video games.
7. Short-term effects were easily identified in the GAM; the most prominent being that violent games change the way gamers interpret and respond to aggressive acts. Even those who aren't predisposed to aggression respond with increased hostility after playing a violent video game. The game becomes what's called a "situational variable" which changes the perception of and reaction to aggressive behaviour.
8. Long-term effects of violent video games are still uncertain and are fiercely debated. No long-term studies have been conducted to date, so there are only hypotheses. Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors.
9. Though long-term effects haven't been clinically documented, one need only look at the way video game violence has progressively increased over the past two decades to get a sense of potential long-term effects. Parents would be wise to monitor the amount of time their kids spend gaming and watch closely for any negative effects.
(Courtesy: http://www.video-game-addiction.org/violence.html)
1.1. On the basis of your understanding of the above passage, answer any five of the questions given below by choosing the most appropriate option:
(1 X 5=5)
a. The school shootings are connected to video games because
i. children play a lot of video games these days.
ii. children are inspired by video games.
iii. video games contain a lot of violence.
iv. most of the school shootings were carried out by avid gamers, their games of choice being dark and violent.
b. The violence in video games became an issue
i. when they made their appearance in 1970s.
ii. when many parents came to know about it.
iii. with the release of Sony PlayStation.
iv. with the release of GAM.
c. The primary concern of the researchers and parents with the violence in video games is that
i. the video games are lifelike.
ii. the gamer has to be aggressive while playing.
iii. the gamer is “rewarded” for killing.
iv. these violent games might skew a young person’s perception of violence.
d. Short-term effects identified in the GAM were
i. changed perception towards aggressive behaviour.
ii. the gamers responded with increased hostility after playing a violent video game.
iii. the formation of aggressive beliefs and attitudes.
iv. desensitizing gamers to violent behaviours.
e. Research on the habit of children’s excessive exposure to violent video games causes
i. aggressive beliefs.
ii. boredom to violent games.
iii. damage to the brain cells.
iv. active participation in social circle.
f. Parents can control the ill effects of video games
i. by checking the health of the gamers.
ii. by monitoring the amount of time their kids spend gaming.
iii. by watching closely for any positive effects.
iv. through the formation of aggressive beliefs and attitudes.
1.2. Answer the following questions briefly:
(1X5=5)
a. What parameters are set by Anderson and Bushman to determine how a person interprets aggressive behavior?
b. What is the primary reason for increased use of violent games?
c. What is the irony of violent video games?
d. Is there any long term consequence of these games?
e. What advice does the writer give to the parents?
1.3. Pick out the words/phrases from the passage which are similar in meaning to the following:
(1X2=2)
i. Eager (para 1)
ii. Inclined (para 7)
1.1
a. iv. most school shootings were carried out by avid gamers, their games of choice being dark and violent.
b. iii. with the release of Sony PlayStation.
c. ii. gamer has to be aggressive while playing.
d. i. changed perception towards aggressive behavior.
e. i. aggressive beliefs.
f. ii. by monitoring the amount of time their kids spend gaming.
1.2
a. Anderson and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behaviour.
b. The PlayStations have become more sophisticated which made them lifelike. Thus, the children are more interested in playing such violent games.
c. The irony is that the player gets rewarded for violence and killing and goes one level up in the game. This changes the perception of the child towards violence.
d. Long term consequences due to violent video games are still to be researched thoroughly. Researchers are uncertain about the results it shows in an individual playing such video games.
e. The writer urges parents to monitor the amount of time their kids spend gaming and to watch closely for any negative effects.
1.3 (i) avid (ii) predisposed
Read the passage given below:
The Municipal Corporation of your city has decided to conduct a ‘Tree Plantation Programme’ to make your city, a ‘Green City’. Design a poster to invite participation from public for this noble cause. (50 words)
Design a formal invitation for a ‘School Annual Sports Day’ to be held in July. Give necessary information. Also accept and refuse the invitation. (50 words)
a.
Civil disobedience had triumphed the first time in modern India. Relate the events during Gandhi’s stay in Champaran that led to the triumph.
Gandhi visited Champaran to look into the problems of the poor peasants. At Motihari, he was greeted by thousands of peasants. This was the beginning of the peasant liberation from fear of the British. A peasant had been maltreated in a nearby village. Gandhi set out to see him. The police superintendent’s messenger overtook him and ordered him to return. Gandhi complied. At home, he was served an official notice to quit Champaran. Gandhi signed the receipt and wrote on it that would disobey the order. This was the beginning of Civil disobedience.
Gandhi received summons to appear in court the next day. The peasants thronged the courtroom. They wanted to help the ‘Mahatma’ who was in trouble with the authorities for trying to help them. The officials were powerless. Gandhi helped them regulate the crowd. This baffled the officials.
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