In 2010, a study on how excitement affects gambling behavior was reported in the Journal of Gambling Studies. The article, titled "Never Smile at a Crocodile: Betting on Electronic Gaming Machines is Intensified by Reptile-Induced Arousal," compared the amounts of money people bet in a computer game before and after they held a live crocodile. It found that people with a gambling addiction bet more when they were nervous while non-gamblers bet less.
This research got a lot of attention. Here are two descriptions of how the experiment was set up:
1. Scientists handed each gutsy volunteer a yard-long, wriggling crocodile and eagerly watched to see what happened next.
2. Study participants were randomized into two groups and asked to play a Simulated Gaming Exercise (1) prior to, and (2) after holding a 1.5 meter long saltwater crocodile for an interval of 3 minutes.
Which entry below best identifies the intended audience and how that shaped the text?
A) Description A is meant for a general audience because it uses words like gutsy, wriggling, and eagerly, which are chosen for their dramatic effect.
Description B is meant for scientists because it uses terms like randomized and 1.5 meters, which are chosen to provide exact details.
B) Description A is meant for a pop culture audience because it tries to draw readers in by hinting that the volunteers could have been bitten.
Description B is meant for people struggling with a gambling addiction because it describes exactly what circumstances lead to more gambling.
C) Description A is meant for scientists because it makes their work sound bold and fun.
Description B is meant for historians because it describes a sequence of events.
D) Description A is meant for newspaper readers because it is very short.
Description B is meant for magazine readers because it is very long.