There's no solid evidence that video games are bad for people, and they may be positively good
沒有任何可靠證據證明電玩游戲有損于人們的身心健康,相反他們或許還能發(fā)揮一些有益的作用。
“IT IS an evil influence(影響) on the youth of our country.” A politician(政客,政治家) condemning video gaming. Actually, a clergyman(牧師,教士) denouncing rock and roll 50 years ago. But the sentiment (情操,感情;觀點) could just as easily have been voiced (表達,流露) by Hillary Clinton in the past few weeks, as she blamed video games for “a silent epidemic (流行疾?。?of media desensitization (脫敏[醫(yī)],這里是比喻沒有察覺)” and “stealing the innocence of our children”.
一位政治人士譴責電玩游戲稱“它們是對我國青少年的邪惡侵害”。實際上,50年前神職人員也曾以同樣的態(tài)度斥責如今被廣為接受的搖滾音樂或搖滾藝術。如同過去幾周里希拉里.克林頓對電玩游戲輕松隨意的批評一樣,她這種反對的立場同樣表達得恰到好處 “這是一種偽裝得連新聞媒體都疏于察覺的瘟疫,正在肆無忌憚地吮吸著我們孩子的天真!”
The gaming furore(狂熱,狂怒) centres on “Grand Theft Auto: San Andreas”, a popular and notoriously(臭名昭著的) violent cops and robbers game that turned out to contain hidden sex scenes that could be unlocked using a patch downloaded from the internet. The resulting outcry(大聲疾呼) (mostly from Democratic(民主的) politicians playing to the centre) caused the game's rating(等級) in America to be changed from “mature”, which means you have to be 17 to buy it, to “adults only”, which means you have to be 18, but also means that big retailers such as Wal-Mart will not stock(進貨) it. As a result the game has been banned in Australia; and, this autumn, America's Federal Trade Commission(美聯邦商務委員會) will investigate(調查) the complaints(抱怨,牢騷). That will give gaming's opponents an opportunity to vent their wrath(憤怒) on the industry.
一種臭名昭著卻大肆流行的狂熱游戲“Grand Theft Auto: San Andreas”由于其暴力的警匪場面中夾雜色情鏡頭而被禁,但它卻可以補丁下載的方式變相的解禁。招致的反對呼聲(大多來自民主派政治人物)導致了該游戲的定級從“mature”升至“adult only”,即參與者法定年齡分段從17歲提高到18歲,這同時也意味著像Wal-Mart(沃爾瑪)這樣大的零售商將不再進貨銷售該產品。如此,該游戲在澳大利亞境內也被明令禁止。并且,今年秋天,美聯邦商務委員會將調查事后的社會反應。這將給電玩游戲反對者們發(fā)泄憤怒的機會,出氣筒當然是以此游戲為產品的相關工業(yè)。
Scepticism(懷疑主義,懷疑論) of new media is a tradition with deep roots, going back at least as far as Socrates' objections to written texts, outlined in Plato's Phaedrus. Socrates worried that relying on written texts, rather than the oral tradition, would “create forgetfulness in the learners' souls, because they will not use their memories; they will trust to the external(外部的) written characters and not remember of themselves.” (He also objected that a written version of a speech was no substitute(替代品) for the ability to interrogate(詢問,詰問,這里指一種提問與辯駁的方式) the speaker, since, when questioned, the text “always gives one unvarying answer”. His objection, in short, was that books were not interactive(交互式的,指靈活多變). Perhaps Socrates would have thought more highly of video games.)
新媒體懷疑論(即對新生傳媒方式持異議)是一種根深蒂固的老傳統(tǒng),能夠至少追溯到Socrates(蘇格拉底)對文字記錄的反對,這在Plato(柏拉圖)的Phaedrus中是有所記載的。Socrates擔心靠文字記載而不是傳統(tǒng)的口頭傳述,“會使學生產生遺忘,因為他們不再使用自身的記憶力,而是迷信于文字記載的長久生命力冷落了人本身的記憶。”(他同時也反對記錄形式的語言表達,認為那些不能作為對演講者發(fā)問的替代,因為在提問時,文字記錄的問題,“總會被限制到一個永遠不變的答案?!保┖喲灾?,他認為書本并不具備互動的優(yōu)勢。那么也許,Socrates會對電玩游戲批評甚之。
Novels were once considered too low-brow(庸俗的,沒文化的) for university literature(文學,文藝) courses, but eventually the disapproving(不贊成的) professors(教授) retired. Waltz music and dancing were condemned in the 19th century; all that twirling(旋轉) was thought to be “intoxicating(醉人的,這里指使人迷醉的)” and “depraved(墮落腐化的)”, and the music was outlawed in some places. Today it is hard to imagine what the fuss(大驚小怪) was about. And rock and roll was thought to encourage violence, promiscuity(混亂) and satanism(惡魔崇拜,邪惡主義); but today even grannies buy Coldplay(搖滾樂隊的名字,代表作有“yellow”) albums.
在大學文學課堂上小說曾被認為難登大雅,但終反對者還是退出了歷史舞臺。19世紀Waltz(華爾茲)同樣舛命,它無盡優(yōu)美的旋轉被釘固在墮落腐朽的十字架上,甚至有些地方為法不容。 不過,今天人們已經很難想象那大驚小怪的滑稽年代了。搖滾音樂一度背負著暴力,混亂,邪惡的罵名;但而今,細心觀察沒準會看到鄰居奶奶正在街角的音像店尋覓Coldplay的專輯。
游戲嗜玩者(Joystick junkies)
(joystick:游戲操縱桿;junkies:吸毒者,這里是比喻義)
The opposition to gaming springs largely from the neophobia(neo-: 新,phobia:恐懼?。?that has pitted the old against (pit… against…: 使…與…對立)the entertainments of the young for centuries. Most gamers are under 40, and most critics are non-games-playing over-40s. But what of the specific complaints—that games foster(養(yǎng)育) addiction and encourage violence?
幾個世紀以來人們慣有的對新事物的恐懼和抵制意識使得成年人一向反對青少年的娛樂方式,這也正是反對游戲一派大的思想根源。大多數電玩游戲針對40歲以下的青年設計,這也難怪批評者大多是超過40并沒有接觸游戲的人群。目前更具針對性的抱怨是什么呢——游戲使玩家嗜其成性,更有甚者會激發(fā)暴力傾向。
There's no good evidence for either. On addiction, if the worry is about a generally(普通的,普遍的) excessive(過度) use of screen-based entertainment, critics should surely concern(聯系,涉及,牽涉) themselves about television rather than games: American teenage boys play video games for around 13 hours a week (girls for only five hours), yet watch television for around 25 hours a week. As to the minority who seriously overdo it(做事過火), research suggests that they display addictive behaviour in other ways too. The problem, in other words, is with them, not with the games.
然而沒有任何確鑿證據證明以上任何一項“罪責”。并且,如果擔心更本質上來自于屏幕娛樂方式的過度,那么首當其沖的應該是電視而不是電玩游戲:在美國一個十幾歲的男孩每周消費在游戲機上的時間是大約13小時(女孩子只有5小時),而泡在電視機前的時間卻高達25小時。至于那些極少數游戲嗜玩者,研究表明他們同樣也表現出對其他形式娛樂的上癮行為。這就是說問題在于玩游戲的人而不在于游戲本身。
Most of the research on whether video games encourage violence is unsatisfactory, focusing primarily on short-term(短期的) effects. In the best study so far, frequent(頻繁的) playing of a violent game sustained(維持,持續(xù)) over a month had no effect on participants' level of aggression. And, during the period in which gaming has become widespread in America, violent crime has fallen by half. If games really did make people violent, this tendency(趨向) might be expected to show up in the figures, given that half of Americans play computer and video games. Perhaps, as some observers have suggested, gaming actually makes people less violent, by acting as a safety valve.
大多研究著眼于游戲在導致暴力問題中的短期效應,但都得不到令人滿意的結果。目前成功的研究是要求參加實驗者在超過一個月的時間內頻繁的玩暴力游戲,結果顯示游戲并沒對參與試驗者的暴力意識產生任何顯著影響(正面的或負面的)。值得提出的是,在游戲風行美國大陸的一段時間內,美國的犯罪率卻下降了一半。如若游戲真的使人狂暴,那么這個數字應該上升,因為半數左右的美國人從事著電腦和其他視頻游戲?;蛟S,游戲正像一些觀察家們提出的那樣,實際上起到一個安全閥的作用(釋放了真實社會中人們面臨的壓力),從而減少了暴力案件的發(fā)生。
“恐懼病”將繼續(xù)蔓延(Neophobes unite)
(neophobes=neophobia; unite:聯合)
So are games good, rather than bad, for people? Good ones probably are. Games are widely used as educational tools, not just for pilots, soldiers and surgeons(外科醫(yī)生), but also in schools and businesses (see article). Every game has its own interface(接口) and controls(控制器,控制裝置), so that anyone who has learned to play a handful of games can generally figure out(想出,斷定) how to operate almost any high-tech(高科技) device. Games require players to construct hypotheses(假設,臆想), solve problems, develop strategies, learn the rules of the in-game world through trial and error. Gamers must also be able to juggle several different tasks (juggle sth. 同時處理面對…), evaluate risks(估計風險,比較風險大小) and make quick decisions. One game, set in 1930s Europe, requires the player to prevent the outbreak of the second world war; other games teach everything from algebra to derivatives([數]導數,微商) trading. Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.
如此,游戲真的有益而不是有害于人么?也許吧!作為輔助工具,游戲技術已被廣泛應用于教育活動,不僅在飛行員,士兵和外科醫(yī)生的課堂上,同時也應用于普通學校以及商業(yè)領域。每個游戲都有自己的接口和控制界面,那么一個能夠對眾多游戲都得心應手的人自然可以在幾乎任何的高科技設備面前顯得游刃有余。游戲過程中,玩家要學會建立假設,解決問題,提出策略,并通過訓練和失敗習得游戲世界中的生存法則。玩家還必須學會同時協(xié)調面對多個任務,預測風險大小和果斷定奪采取行動。曾有個游戲誕生于20世紀30年代的歐洲,主題就是要求玩家設法阻止二戰(zhàn)的爆發(fā)。另一個例子是一款數學游戲,能夠教會玩家從簡單代數到微商的處理。如此看來玩游戲更是21世紀的一種理想的職前教育方式,一些前瞻性強的公司已開始意識到這一點。
Pointing all this out makes little difference, though, because the controversy over gaming, as with rock and roll, is more than anything else the consequence of a generational divide. Can the disagreements between old and young over new forms of media ever be resolved? Sometimes attitudes can change relatively quickly, as happened with the internet. Once condemned as a cesspool(污水坑) of depravity(墮落), it is now recognised as a valuable new medium, albeit(盡管) one where (as with films, TV and, yes, video games) children's access should be limited and supervised. The benefits of a broadband (寬帶) connection are now acknowledged(承認,感激), and politicians worry about extending access to the have-nots(窮人,窮國). Attitudes changed because critics of the internet had to start using it for work, and then realised that, like any medium, it could be used for good purposes as well as bad. They have no such incentive to take up gaming, however..
無論列出多少理由,對于游戲是非的爭辯還是無足輕重,因為正如對于搖滾樂的爭辯一樣這是超越其他一切社會問題之外的代溝現象。新媒體形式如同成人和孩子之間的一條溝壑,可否逾越呢?有些時候態(tài)度是可以瞬息轉變的,比如對因特網的認識。曾經,因特網被貶低為使人腐化墮落的污水池,但現在,盡管其中的一些板塊(電影,電視,當然還有電玩游戲)應禁止向兒童開放或受到嚴密監(jiān)管,它仍舊被看作是功不可沒的新媒介。寬帶連接帶來的益處為社會公認,并且政治人士開始擔心如何將這種技術推向落后國家。正是由于那些持有批評態(tài)度的人開始使用因特網,并意識到它不僅僅可用于消極地用途,同時也有積極的一面,這才導致了他們態(tài)度的轉變。但是,他們并沒有打算以同樣的方式面對電玩游戲。
Eventually, objections to new media resolve(解決) themselves, as the young grow up and the old die out. As today's gamers grow older—the average age of gamers is already 30—video games will ultimately become just another medium, alongside books, music and films. And soon the greying gamers will start tut-tutting(發(fā)虛嘖之聲) about some new evil threatening to destroy the younger generation's moral fibre(纖維,比喻義).
當孩子長大,長輩們死去,終,反對新媒體形式的呼聲將自息。隨著今天游戲玩家年齡的增長——而今,平均玩家年齡已至30——視頻游戲終將和書籍,音樂,電影一樣成為另一種傳媒形式。并且很快這一代頭發(fā)已日趨斑白的游戲人將又對某些新生威脅性的邪惡嘖有煩言,因為“它們有損于年輕一代的道德意識。”
沒有任何可靠證據證明電玩游戲有損于人們的身心健康,相反他們或許還能發(fā)揮一些有益的作用。
“IT IS an evil influence(影響) on the youth of our country.” A politician(政客,政治家) condemning video gaming. Actually, a clergyman(牧師,教士) denouncing rock and roll 50 years ago. But the sentiment (情操,感情;觀點) could just as easily have been voiced (表達,流露) by Hillary Clinton in the past few weeks, as she blamed video games for “a silent epidemic (流行疾?。?of media desensitization (脫敏[醫(yī)],這里是比喻沒有察覺)” and “stealing the innocence of our children”.
一位政治人士譴責電玩游戲稱“它們是對我國青少年的邪惡侵害”。實際上,50年前神職人員也曾以同樣的態(tài)度斥責如今被廣為接受的搖滾音樂或搖滾藝術。如同過去幾周里希拉里.克林頓對電玩游戲輕松隨意的批評一樣,她這種反對的立場同樣表達得恰到好處 “這是一種偽裝得連新聞媒體都疏于察覺的瘟疫,正在肆無忌憚地吮吸著我們孩子的天真!”
The gaming furore(狂熱,狂怒) centres on “Grand Theft Auto: San Andreas”, a popular and notoriously(臭名昭著的) violent cops and robbers game that turned out to contain hidden sex scenes that could be unlocked using a patch downloaded from the internet. The resulting outcry(大聲疾呼) (mostly from Democratic(民主的) politicians playing to the centre) caused the game's rating(等級) in America to be changed from “mature”, which means you have to be 17 to buy it, to “adults only”, which means you have to be 18, but also means that big retailers such as Wal-Mart will not stock(進貨) it. As a result the game has been banned in Australia; and, this autumn, America's Federal Trade Commission(美聯邦商務委員會) will investigate(調查) the complaints(抱怨,牢騷). That will give gaming's opponents an opportunity to vent their wrath(憤怒) on the industry.
一種臭名昭著卻大肆流行的狂熱游戲“Grand Theft Auto: San Andreas”由于其暴力的警匪場面中夾雜色情鏡頭而被禁,但它卻可以補丁下載的方式變相的解禁。招致的反對呼聲(大多來自民主派政治人物)導致了該游戲的定級從“mature”升至“adult only”,即參與者法定年齡分段從17歲提高到18歲,這同時也意味著像Wal-Mart(沃爾瑪)這樣大的零售商將不再進貨銷售該產品。如此,該游戲在澳大利亞境內也被明令禁止。并且,今年秋天,美聯邦商務委員會將調查事后的社會反應。這將給電玩游戲反對者們發(fā)泄憤怒的機會,出氣筒當然是以此游戲為產品的相關工業(yè)。
Scepticism(懷疑主義,懷疑論) of new media is a tradition with deep roots, going back at least as far as Socrates' objections to written texts, outlined in Plato's Phaedrus. Socrates worried that relying on written texts, rather than the oral tradition, would “create forgetfulness in the learners' souls, because they will not use their memories; they will trust to the external(外部的) written characters and not remember of themselves.” (He also objected that a written version of a speech was no substitute(替代品) for the ability to interrogate(詢問,詰問,這里指一種提問與辯駁的方式) the speaker, since, when questioned, the text “always gives one unvarying answer”. His objection, in short, was that books were not interactive(交互式的,指靈活多變). Perhaps Socrates would have thought more highly of video games.)
新媒體懷疑論(即對新生傳媒方式持異議)是一種根深蒂固的老傳統(tǒng),能夠至少追溯到Socrates(蘇格拉底)對文字記錄的反對,這在Plato(柏拉圖)的Phaedrus中是有所記載的。Socrates擔心靠文字記載而不是傳統(tǒng)的口頭傳述,“會使學生產生遺忘,因為他們不再使用自身的記憶力,而是迷信于文字記載的長久生命力冷落了人本身的記憶。”(他同時也反對記錄形式的語言表達,認為那些不能作為對演講者發(fā)問的替代,因為在提問時,文字記錄的問題,“總會被限制到一個永遠不變的答案?!保┖喲灾?,他認為書本并不具備互動的優(yōu)勢。那么也許,Socrates會對電玩游戲批評甚之。
Novels were once considered too low-brow(庸俗的,沒文化的) for university literature(文學,文藝) courses, but eventually the disapproving(不贊成的) professors(教授) retired. Waltz music and dancing were condemned in the 19th century; all that twirling(旋轉) was thought to be “intoxicating(醉人的,這里指使人迷醉的)” and “depraved(墮落腐化的)”, and the music was outlawed in some places. Today it is hard to imagine what the fuss(大驚小怪) was about. And rock and roll was thought to encourage violence, promiscuity(混亂) and satanism(惡魔崇拜,邪惡主義); but today even grannies buy Coldplay(搖滾樂隊的名字,代表作有“yellow”) albums.
在大學文學課堂上小說曾被認為難登大雅,但終反對者還是退出了歷史舞臺。19世紀Waltz(華爾茲)同樣舛命,它無盡優(yōu)美的旋轉被釘固在墮落腐朽的十字架上,甚至有些地方為法不容。 不過,今天人們已經很難想象那大驚小怪的滑稽年代了。搖滾音樂一度背負著暴力,混亂,邪惡的罵名;但而今,細心觀察沒準會看到鄰居奶奶正在街角的音像店尋覓Coldplay的專輯。
游戲嗜玩者(Joystick junkies)
(joystick:游戲操縱桿;junkies:吸毒者,這里是比喻義)
The opposition to gaming springs largely from the neophobia(neo-: 新,phobia:恐懼?。?that has pitted the old against (pit… against…: 使…與…對立)the entertainments of the young for centuries. Most gamers are under 40, and most critics are non-games-playing over-40s. But what of the specific complaints—that games foster(養(yǎng)育) addiction and encourage violence?
幾個世紀以來人們慣有的對新事物的恐懼和抵制意識使得成年人一向反對青少年的娛樂方式,這也正是反對游戲一派大的思想根源。大多數電玩游戲針對40歲以下的青年設計,這也難怪批評者大多是超過40并沒有接觸游戲的人群。目前更具針對性的抱怨是什么呢——游戲使玩家嗜其成性,更有甚者會激發(fā)暴力傾向。
There's no good evidence for either. On addiction, if the worry is about a generally(普通的,普遍的) excessive(過度) use of screen-based entertainment, critics should surely concern(聯系,涉及,牽涉) themselves about television rather than games: American teenage boys play video games for around 13 hours a week (girls for only five hours), yet watch television for around 25 hours a week. As to the minority who seriously overdo it(做事過火), research suggests that they display addictive behaviour in other ways too. The problem, in other words, is with them, not with the games.
然而沒有任何確鑿證據證明以上任何一項“罪責”。并且,如果擔心更本質上來自于屏幕娛樂方式的過度,那么首當其沖的應該是電視而不是電玩游戲:在美國一個十幾歲的男孩每周消費在游戲機上的時間是大約13小時(女孩子只有5小時),而泡在電視機前的時間卻高達25小時。至于那些極少數游戲嗜玩者,研究表明他們同樣也表現出對其他形式娛樂的上癮行為。這就是說問題在于玩游戲的人而不在于游戲本身。
Most of the research on whether video games encourage violence is unsatisfactory, focusing primarily on short-term(短期的) effects. In the best study so far, frequent(頻繁的) playing of a violent game sustained(維持,持續(xù)) over a month had no effect on participants' level of aggression. And, during the period in which gaming has become widespread in America, violent crime has fallen by half. If games really did make people violent, this tendency(趨向) might be expected to show up in the figures, given that half of Americans play computer and video games. Perhaps, as some observers have suggested, gaming actually makes people less violent, by acting as a safety valve.
大多研究著眼于游戲在導致暴力問題中的短期效應,但都得不到令人滿意的結果。目前成功的研究是要求參加實驗者在超過一個月的時間內頻繁的玩暴力游戲,結果顯示游戲并沒對參與試驗者的暴力意識產生任何顯著影響(正面的或負面的)。值得提出的是,在游戲風行美國大陸的一段時間內,美國的犯罪率卻下降了一半。如若游戲真的使人狂暴,那么這個數字應該上升,因為半數左右的美國人從事著電腦和其他視頻游戲?;蛟S,游戲正像一些觀察家們提出的那樣,實際上起到一個安全閥的作用(釋放了真實社會中人們面臨的壓力),從而減少了暴力案件的發(fā)生。
“恐懼病”將繼續(xù)蔓延(Neophobes unite)
(neophobes=neophobia; unite:聯合)
So are games good, rather than bad, for people? Good ones probably are. Games are widely used as educational tools, not just for pilots, soldiers and surgeons(外科醫(yī)生), but also in schools and businesses (see article). Every game has its own interface(接口) and controls(控制器,控制裝置), so that anyone who has learned to play a handful of games can generally figure out(想出,斷定) how to operate almost any high-tech(高科技) device. Games require players to construct hypotheses(假設,臆想), solve problems, develop strategies, learn the rules of the in-game world through trial and error. Gamers must also be able to juggle several different tasks (juggle sth. 同時處理面對…), evaluate risks(估計風險,比較風險大小) and make quick decisions. One game, set in 1930s Europe, requires the player to prevent the outbreak of the second world war; other games teach everything from algebra to derivatives([數]導數,微商) trading. Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.
如此,游戲真的有益而不是有害于人么?也許吧!作為輔助工具,游戲技術已被廣泛應用于教育活動,不僅在飛行員,士兵和外科醫(yī)生的課堂上,同時也應用于普通學校以及商業(yè)領域。每個游戲都有自己的接口和控制界面,那么一個能夠對眾多游戲都得心應手的人自然可以在幾乎任何的高科技設備面前顯得游刃有余。游戲過程中,玩家要學會建立假設,解決問題,提出策略,并通過訓練和失敗習得游戲世界中的生存法則。玩家還必須學會同時協(xié)調面對多個任務,預測風險大小和果斷定奪采取行動。曾有個游戲誕生于20世紀30年代的歐洲,主題就是要求玩家設法阻止二戰(zhàn)的爆發(fā)。另一個例子是一款數學游戲,能夠教會玩家從簡單代數到微商的處理。如此看來玩游戲更是21世紀的一種理想的職前教育方式,一些前瞻性強的公司已開始意識到這一點。
Pointing all this out makes little difference, though, because the controversy over gaming, as with rock and roll, is more than anything else the consequence of a generational divide. Can the disagreements between old and young over new forms of media ever be resolved? Sometimes attitudes can change relatively quickly, as happened with the internet. Once condemned as a cesspool(污水坑) of depravity(墮落), it is now recognised as a valuable new medium, albeit(盡管) one where (as with films, TV and, yes, video games) children's access should be limited and supervised. The benefits of a broadband (寬帶) connection are now acknowledged(承認,感激), and politicians worry about extending access to the have-nots(窮人,窮國). Attitudes changed because critics of the internet had to start using it for work, and then realised that, like any medium, it could be used for good purposes as well as bad. They have no such incentive to take up gaming, however..
無論列出多少理由,對于游戲是非的爭辯還是無足輕重,因為正如對于搖滾樂的爭辯一樣這是超越其他一切社會問題之外的代溝現象。新媒體形式如同成人和孩子之間的一條溝壑,可否逾越呢?有些時候態(tài)度是可以瞬息轉變的,比如對因特網的認識。曾經,因特網被貶低為使人腐化墮落的污水池,但現在,盡管其中的一些板塊(電影,電視,當然還有電玩游戲)應禁止向兒童開放或受到嚴密監(jiān)管,它仍舊被看作是功不可沒的新媒介。寬帶連接帶來的益處為社會公認,并且政治人士開始擔心如何將這種技術推向落后國家。正是由于那些持有批評態(tài)度的人開始使用因特網,并意識到它不僅僅可用于消極地用途,同時也有積極的一面,這才導致了他們態(tài)度的轉變。但是,他們并沒有打算以同樣的方式面對電玩游戲。
Eventually, objections to new media resolve(解決) themselves, as the young grow up and the old die out. As today's gamers grow older—the average age of gamers is already 30—video games will ultimately become just another medium, alongside books, music and films. And soon the greying gamers will start tut-tutting(發(fā)虛嘖之聲) about some new evil threatening to destroy the younger generation's moral fibre(纖維,比喻義).
當孩子長大,長輩們死去,終,反對新媒體形式的呼聲將自息。隨著今天游戲玩家年齡的增長——而今,平均玩家年齡已至30——視頻游戲終將和書籍,音樂,電影一樣成為另一種傳媒形式。并且很快這一代頭發(fā)已日趨斑白的游戲人將又對某些新生威脅性的邪惡嘖有煩言,因為“它們有損于年輕一代的道德意識。”