Monday, October 27, 2008

Статья из Economist для intermediate и выше с русскими подсказками

Don’t shoot the messenger

They poison (отравляют) the mind and corrupt (растлевают) the morals of the young, who waste their time sitting on sofas immersed in (погруженные в) dangerous fantasy worlds. That, at least, was the charge levelled against (обвинение, брошенное в адрес) novels during the 18th century by critics worried about the impact (влияния) of a new medium on young people. Today the idea that novels can harm people sounds daft (идиотский). And that is surely how history will judge modern criticism of video games, which are accused of turning young people into violent criminals. This week European justice ministers (министры юстиции) met to discuss how best to restrict (ограничить) the sale of violent games to children. Some countries, such as Germany, believe the answer is to ban some games altogether (полностью/всецело). That is going too far.
Criticism of games is merely (всего лишь/только) the latest example of a tendency to demonise (очернить/выставить в сатанинском обличии) new and unfamiliar (незнакомые) forms of entertainment (развлечения). In 1816 waltzing (вальсирование) was condemned (осуждено/заклеймено) as a “fatal contagion” (смертельная зараза) that encouraged (способствовала/стимулировала) promiscuity (распущенность); in 1910 films were denounced (заклеймены/осуждены) as “an evil (зло) pure and simple, destructive of social interchange”; in the 1950s rock ‘n’ roll music was said to turn young people into “devil worshippers” (поклонники дьявола) and comic books were accused of turning children into drug addicts (наркоманы) and criminals. In each case the pattern (модель/шаблон) is the same: young people adopt (принимают) a new form of entertainment, older people are spooked (напуганы) by its unfamiliarity (неизвестностью) and condemn (осуждают) it, but eventually (в конечном итоге) the young grow up and the new medium becomes accepted—at which point another example appears and the cycle begins again.
The opposition to video games is founded (основывается) on the mistaken belief (ошибочное убеждение) that most gamers are children. In fact, two-thirds of gamers are over 18 and the average gamer is around 30.
Aren’t games different because they are interactive? It is true that video games can make people feel excited or aggressive, but so do many sports. There is no evidence (доказательства) that video-gaming causes long-term (долговременную) aggression; violent crime in America has fallen as games have become popular. Violent criminals do sometimes turn out (оказываются) to have been gamers. But since (поскольку) so many people play video games (half of all Americans, for a start) it would be strange if some criminals did not.
Games ought to be age-rated (ранжированы по возрасту игроков), just as films are, and retailers (розничные продавцы) should not sell adult-rated games to children any more than they should sell them adult-rated films. Ratings schemes are already in place (в наличии), and in some countries restrictions (ограничения) on the sale of adult-rated games to minors (несовершеннолетние) have the force of law. But most games for children are bought by parents. Rather than (вместо того чтобы) banning some games outright (полностью/категорически), the best way to keep grown-up games away from children is to educate non-gaming parents that, as with films, not all games are suitable (подходящие) for children.
Some European politicians seemed to be moving in the wrong direction: the Netherlands may follow Germany, for example, in banning some games outright. Not all adults wish to play violent games, just as not all of them enjoy violent movies. But they should be free to do so if they wish.

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