Digital games are routinely praised or vilified. 21 often cite the research on
perceptual skills, whereas critics often cite the research on the effects of violent video games.
The 22 is that both pro and con groups are correct about the effects that games can
have. What goes too 23 is that they extend their arguments to conclude that video
games are ultimately either beneficial or harmful. Recognizing that games have effects on
24 dimensions allows us a way out of this dichotomous thinking; there are numerous
possible effects between the good and the bad. In fact, the same game can have both perceived
positive and negative effects at the same time. Therefore, the simplistic 25 of games
being ‘‘good’’or ‘‘bad’’ applies only to the extent that one focusessolely on a specific dimension
of a particular game.
【題組】24. (A) temporal (B) linear (C) virtual (D) multiple