Tuesday, November 1, 2011

Violant Video Games interpret, percent, and involve

Ninety-seven 1) __________ 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) __________ violence.Violent video games have been blamed for school shootings, increases in the 3) __________ 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) __________ them to mean violence is an acceptable way to resolve conflicts.Video game advocates 5) __________ 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.

1.) percent
2.) intepret
3.) percent
4.) interpret
5.) interpret

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