Detailed Reading 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 "play"? Social scientists,parents,and talk show pundits will be debating the question for years to come.But we can start drawing our own conclusions. Question ranslation
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 "play"? Social scientists, parents, and talk show pundits will be debating the question for years to come. But we can start drawing our own conclusions. Detailed Reading
Detailed Reading 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,"wired"entertainment encourages kids to be unimaginative,socially immature,and crudely desensitized to the world around them. Translation
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, "wired" entertainment encourages kids to be unimaginative, socially immature, and crudely desensitized to the world around them. Detailed Reading
Detailed Reading 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. Translation
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. Detailed Reading
Detailed Reading 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-mache 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. Translation
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-mâché 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. Detailed Reading
Detailed Reading 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. Translation
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. Detailed Reading