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Unit 9 Kids and Computers Digital Danger翻译

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2021-02-11 22:18
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2021年2月11日发(作者:innovative)



Unit 9 Kids and Computers: Digital Danger


Alison Sperry



1.


There's


a


familiar


saying,



is


children's


work.


Through


play,


people


who


study


child


development tell us, children develop the skills and outlooks that determine the adults they will


become.



Playing house or school, for example, helps them


teacher. Athletic activities help kids develop coordination, learn to work as part of a group, and


gain


confidence


and


a


sense


of


fair


play.



Even


solitary


activities


like reading


connect


children


with the wider world, encouraging a sense of empathy with the greater human family.



2.


But


in


very


recent


years, other


forms


of


entertainment


have had


an


enormous


impact


on


growing children. For many kids, computer activities and video games now take up much --even


most -- of the time formerly devoted to more traditional forms of play. Entering adulthood now


are the first Nintendo babies, a generation raised more on Virtual Boy and Mortal Kombat than


baseball and Uncle Wiggly. How have they been affected by this change in the concept of


Social scientists, parents, and talk show pundits will be debating the question for years to come.


But


we


can


start


drawing


our


own


conclusions.


As


amusing


and


ingenious


as


electronic


entertainment can be, children -- and society they live in -- are the losers when they rely on these


forms


of


fun.


Unlike


traditional


games


and


toys,



entertainment


encourages


kids


to


be


unimaginative, socially immature, and crudely desensitized to the world around them.



3.



Watch a child take a ball of Play-Doh in her hand and begin to roll it experimentally. First


it's a simple ball, then a snake. The snake might become a figure eight or a bracelet. She coils the


bracelet


on


top


of


itself


to


create


a


pot


that


she


uses


for


a


make-believe


tea


party.


Next


she


smashes the pot back into a ball, which may next morph into a snowman, a horse's head, a bunny,


a sea serpent, or a skyscraper. With nothing but her hands and an inexpensive chunk of flour and


salt, she forms a universe in which she makes the rules and creates the inhabitants. When she


tires of it, she can wad it back into a shapeless mass that awaits her next creative impulse. The


act of playing with the Play-Doh sparks other interests



maybe she'll work with modeling clay


that she can bake into a permanent form, or paints, or papier-m?ché Although she doesn't give


what she's doing a great deal of thought, she's learning something valuable: I am a creator. I can


give my ideas tangible form.



4.


A video game, on the other hand, is cynically programmed to give the illusion of creativity.


The player is given various choices at every turn



Which door will I go through? Which weapon


will


I


use?


What


clue


shall


I


read?




But


they


are


choices


in


the


same


sense


that


a


pigeon's


pecking at a lever to get a grain of corn is a choice. The player is as much a tool of the game as


the


joystick.


Her


momentary


fun


is


unsatisfying


because


it


leads


not


to


any


genuine


sense


of


achievement


but


only


to


the


hypnotic


experience


of


watching


someone


else's


creation


unfold.


Hand a ball of Play-Doh to a child reared on the sterile adventure of video games, and you're apt


to


get


a


blank


look


and


the


hesitant


question,



do


I


do


with


it?


The


video game


player


learns her own lesson: I don't create. I let someone else's creativity happen in front of me.





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4





5.


It's a beautiful Saturday in autumn, and a group of kids are playing a pickup game of soccer.


A dispute arises about whether a kick went over the foul line. Some of the kids are sure it did;


others insist that it did not. Voices are raised; tempers flare. Maybe a hothead or two will stalk off


the


field.


But


the


sky


is


crystal


blue,


and


there


are


chores


waiting


at


home.


Making


a


quick


calculation about the relative benefits of continuing the game, the players work out a solution.


Maybe they replay the kick. Maybe they flip a coin. Maybe they agree to say that the ball was fair,


or foul. Their willingness to compromise, to accept the idea that such give-and-take is part of life,


allows the game to proceed. The players move on, having learned a small lesson about getting


along with others.



6.


Contrast


that


scene


with


the


world


of


the


Internet


chat


rooms,


where


many


adolescents


spend uncountable hours. On that same lovely Saturday, a young Internet queen hunches over


her keyboard, alone in her room. Her buddy list includes dozens, even scores, of


never met. Her fingers fly across the keyboard as she races from one dialogue box to another,


keeping up multiple conversations. These are peculiar conversations, however, including none of


the vulnerability that is part of real-world friendship. In the buddy-chat world, status is based on


the ability to keep up a rapid pace of one-liners, insulting zingers, caustic put-downs. The chat


queen's most intimate friendships take the form of brief alliances with buddies who join with her


to


too,


zap!


She


can


instantaneously


erase


him


from


her


buddy


list,


or


even


block


him


so


he


is


unable to contact her again. It's no great loss. There are literally millions of new acquaintances


waiting to be picked up in a chat room to fill that void. The lesson: I shouldn't have to work at


relationships. They come and go instantly and at my convenience. If someone displeases me, I


can make that person disappear.



7.


When kids sit down to play Monopoly, they form a loosely knit group that is still part of the


world around it. When company arrives at the house, it's no problem to halt the game briefly.


The players can greet visitors, laugh together, talk about the game, even quickly rearrange it to


include new players. Even after the game continues, chatting with other players and non-players


is


easily


accomplished.


Despite


their


involvement


in


the


game,


the


players


are


not


ruled


by


it.


Human contact, courtesy, and communication are not seen as threats to their enjoyment. They


are


learning


that


they


can


enjoy


their


own


activities


and


still


be


sensitive


to


the


larger


world


around them.




8.


Contrast


this


board


game


scene


with


one


that


has


become


depressingly


familiar


in


many


living


rooms.


Visitors


arrive


at


a


home


to


find


a


child


hunched


in


front


of


the


TV


set,


video


controls in his lap. Even when spoken to directly, he does not pull his eyes from the screen.


playing!



Far too


often,


even


his


parents,


intimidated


by


the


high- priced,


high-tech


gadget


that


has


sucked


their


child's humanity away, tiptoe around rather than disturb him. The game itself is all too likely to be


one


that


presents


the


most


hideous


suffering


as


entertainment,


with


the


player


in


the


role


of


psychotic killer -- maybe in Duke Nukem, with its


Bloody Roar, which offers the player


ever.





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