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研究生科技英语阅读课文翻译(1、2、4、8、10)(6)

来源:网络收集 时间:2026-08-07
导读: 掌控噩梦 Finding awareness and some level of control in gamer dreams was one thing. But Gackenbach also wondered if video games affected nightmares, based on the threat s imulation theory proposed by

掌控噩梦

Finding awareness and some level of control in gamer dreams was one thing. But Gackenbach also wondered if video games affected nightmares, based on the "threat s imulation" theory proposed by Finnish psychologist Antti Revonsuo.

在游戏玩家的梦中寻找清醒意识和一定程度的控制力是一回事,但是Gackenbach也想知道基于芬兰心理学家Antti Rvonsuo提出的“威胁模拟”理论下,视频游戏是否对噩梦产生影响。

Revonsuo suggested that dreams might mimic threatening situations from real lif e, except in the safe environment of dream world. Such nightmares would help organi sms hone their avoidance skills in a protective environment, and ideally prepare organ isms for a real-life situation.

Revonsuo认为梦很可能模仿来自真实生活的威胁,在安全梦环境里却并不如此。这样的噩梦将帮助生物在安全环境中磨炼他们的躲避能力,并让生物为真实情况做最好的准备。

To test that theory, Gackenbach conducted a 2008 study with 35 males and 63 fem ales, and used independent assessments that coded threat levels in after-dream reports. She found that gamers experienced less or even reversed threat simulation (in which t he dreamer became the threatening presence), with fewer aggression dreams overall.

为证明这一理论,Gackenbach在2008年进行了有35男63女的研究,并使用了独立评估,评估在梦醒后报告里为威胁水平进行编码。她发现,游戏玩家经历的威胁模拟(在威胁模拟中,做梦的人变成了威胁者)更少,甚至是相反的,总体上有侵略性的梦也更少。

In other words, a scary nightmare scenario turned into something "fun" for a game r.

换句话说,可怕的噩梦轩变成了对于玩家“有意思”的事情。

"What happens with gamers is that something inexplicable happens," Gackenbach explained. "They don't run away, they turn and fight back. They're more aggressive th an the norms."

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“玩家身上发生的事情是令人费解的”,Gackenbach解释说,“他们不会逃跑,而是转过来反击。他们比其它人更具侵略性”。

Levels of aggression in gamer dreams also included hyper-violence not unlike tha t of an R-rated movie, as opposed to a non-gamer PG-13 dream.

玩家梦里的侵略水平也包括与R级电影(译注:美国电影分级R级:限制级,17岁以下必须由父母或者监护陪伴才能观看。该级别的影片包含成人内容,里面有较多的性爱、暴力、吸毒等场面和脏话。)里的不同高暴力,也与非游戏玩家的PG-13(译注:美国电影分级PG-13 级:特别辅导级,13岁以下儿童尤其要有父母陪同观看,一些内容对儿童很不适宜——粗口、毒品及部分性内容)梦不同。

"If you look at the actual overall amount of aggression, gamers have less aggressi on in dreams," Gackenbach said. "But when they're aggressive, oh boy, they go off the top."

“如果你看侵略的实际总量,游戏玩家梦里的侵略更少”,Gackenbach说,“但是当他们有侵略性的时候,天呐,他们会达到极高的程度。”

No fear

没有恐惧

The gamer dream experience of high aggression levels matched with little or no fe ar inspired Gackenbach to pursue a new study with Athabasca University in Canada. I f gaming can act as a semi-protective function against nightmares, she reasoned, mayb e it could help war veterans who experience post-traumatic stress disorder (PTSD) aft er enduring combat.

游戏玩家高侵略水平梦里面恐惧微小或者没有恐惧的经验启发了Gackenbach在加拿大Athabasca大学进行一个新的研究。她推理,如果玩游戏可以作为防止噩梦的半保护机能,也许玩游戏可以帮助在长期战争后承受“创伤后应激障碍”(post-traumatic stress disorder (PTSD))痛苦的的老兵。

"I don't think anyone has looked at whether there's been a protective function," G ackenbach said. "It makes a lot of sense, but it's a hypothesis."

“我认为大家还没看到是不是有保护功能”,Gackenbach说,“尽管感觉上是,但那也只是假设”。

Psychologists consider nightmares as one of the symptoms of PTSD, and studies have shown incredibly high rates of nightmares ranging from 71 to 96 percent among PTSD patients. By contrast, just 3 to 5 percent of civilians reported the same levels of nightmares.

心理学家把噩梦看成是PTSD的症状之一,且研究表明在PTSD病人中有极高的噩梦率,从71%到96%。相反的是,在平民中有相同噩梦水平的仅有3%到

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