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There is no doubt that computers and the Internet play (12%), bored (11%) or stressed (6%) when they play
an important role in how young people spend their games.
spare time. This week we are presenting the results
of a survey that focuses on college students' use of College students seem to believe that games do not
video, computer and online games, and how that use affect their study habits. 66% of them reported that
influences their everyday life. The survey was carried games do not influence their grades. On the other
out at ten American college campuses in the Midwest hand, almost half of them (48%) admitted that games
and approximately 150 students between the ages of keep them from sti/dying to some extent. Only 9% said
18 and 24 took part. that the main reason why they play gcimes is to avoid
studying.
Many people might believe that sitting in front of a
computer screen would have a negative effect on one's What is surprising about the number of students who
social life. However, 20% of students say that playing play games, is the difference between males and
games like War/d of Wcircroft, Co// of Duty, and females. Overall, males play games more, but it is
Second Li.fe, actually helps them meet new people clnd interesting lhot females play more computer games
make their friendships better. 60% of students said than males, while males play more video games. A
that games help them pass .heir time when they are possible reason for this is that video games focus more
unable to spend time with their friends. Finally, 65% of on violence, and computer games focus on strategy
them reported that games do not affect or reduce the and problem solving. When asked which games they
time they spend with friends. play the most, more thcln half of the mciles (53%)
answered video games, followed by computer games
Most students have positive feelings about games. (19%) and Internet games (12%). The females' answers
45% describe them as challenging, 36% as pleasant were 17% for video games, 32% for computer games
and 34% as exciting. Fewer students have negative and 15% for lntemet games.16% of males and 36%
feelings. Those students said that they feel f rustrated of females answered "none" to that question.
I
D. Reall lhB lexl again anil complele the missing inlormation, phrases or iierceiilages, in the charts lielow.
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A. Head the lollowing senteiices. What's ltie dillerence
bel"een liored and boringiv