Is There More To Video Games Than People Realize?- IELTS Reading Answers
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Is There More To Video Games Than People Realize?
Is There More To Video Games Than People Realize? Is an IELTS Academic topic, which contains different question types which are as follows,
- Yes/No/Not Given Question
- Multiple-choice questions
- Matching Sentence Endings
Yes/No/Not Given Question
The test-taker should pay utmost attention while attempting the Yes/No/Not Given questions which are similar to True/False/Not Given questions. Write Yes if the statement coincides with the information in the passage, No if it contradicts the facts, and Not Given if it is not addressed anywhere in the passage. In the IELTS, Yes/No/Not Given questions are intended to evaluate the test-taker’s understanding of the writer’s statements or opinions.
Multiple Choice Question
In the multiple choice question, the test-taker is required to choose the correct answer from 3 or 4 proposed answers. The test-taker should read the question first, and underline the keyword. Next, scan the passage and identify the keyword location. Then, check for paraphrasing or synonyms and choose the answer that best fits the passage.
Matching Sentence Endings
Matching sentence endings’ question type is one of the tricky questions in the IELTS, where the test-taker will be given a list of incomplete sentences with no endings and another list with possible endings. The test-taker has to match the incomplete sentences with the correct ending based on the reading passage. This type of question tests the test-taker’s understanding of how the ideas in the sentences are connected to the main ideas in the reading passage.
Each of these question types are asked in the IELTS Reading exam. So, the passage given in this practice test will help you enhance your reading and understanding capabilities.
Answers
27 Answer: Yes
Question type: Yes/No/Not Given
Answer location: Paragraph A
Answer explanation: We can find the traces for information in para A, where it is quoted, ” Many people who spend a lot of time playing video games insist that they have helped them in areas like confidence-building, presentation skills and debating. Yet this way of thinking about video games can be found almost nowhere within the mainstream media, which still tend to treat games as an odd mix of the slightly menacing and the alien.”
These quoted lines illustrate that people who spend their time playing video games insist that games have helped them in several areas. However, the media still tends to treat these video games as odd mix of threatening and disturbing. We understand that the media ignores the impact that video games have on people’s lives. As the information agrees with the statement, the answer is Yes.
28 Answer: No
Question type: Yes/No/Not Given
Answer location: Paragraph B
Answer explanation: We find references to the question in Paragraph B, which illustrates the release of the Byron report by the British government. The report revealed the effects of electronic media on children, with conclusions setting out a clear, rational basis for exploring the regulation of video games. However, the ensuing debate has descended into the same old squabbling between partisan factions: the preachers of mental and moral decline and the innovative game designers.
The release of the Bryon report was followed by discussion and debate between the partisan, preachers, and the innovative game designers, not between those for and against the video games. So, the answer is No.
29 Answer: Not Given
Question type: Yes/No/Not Given
Answer location: Paragraph C
Answer explanation: When we scan the reading passage, we see traces of information about Susan Greenfield in paragraph C, where it is mentioned that she is a well-known neuroscientist who has written a new book outlining her concerns. We understand that she’s working on a book, but there’s no mention of her writing style in the paragraph. Therefore, the answer is ‘Not Given’.
30 Answer: Not Given
Question type: Yes/No/Not Given
Answer location: Paragraph G
Answer explanation: We find references to the keyword ‘Books’ in Paragraph G, where Susan argues that video games do not teach certain ways of thinking. She presents an example of how books have the unique capacity to engage and extend the reader’s human imagination. Apart from this, there’s no reference in the paragraph that video games would take over the role of certain kinds of books in the future. Hence the answer is ‘Not Given’.
31 Answer: Yes
Question type: Yes/No/Not Given
Answer location: Paragraph G
Answer explanation: We can find traces of information for the given statement in Paragraph G, which illustrates the argument led by Greenfield, where she claims that one cannot teach others how to play video games. However, she believes that books have the capacity to broaden the human imagination and provide the meaning of describing a certain situation in the world. In addition, the video game industry is fast expanding in ways that are more like the old-fashioned world of caring pastimes. Consumers define agendas across generations, such as what they think is appropriate for their children and what they actually want to play at parties. Thus, the statement agrees with the information given, so the answer is Yes.
32 Answer: No
Question type: Yes/No/Not Given
Answer location: Paragraph H
Answer explanation: We may locate traces of information in paragraph H, where it is said that the trends include the well-known and fundamental truth that humans design games but that understanding the game property are challenging. It is difficult to properly comprehend video games no matter how much one learns about them. However, we must remember that games are neither inevitable nor incomprehensible. No matter how strong it is, instinctive fear is an improper response to any type of technology. As a result, fear of technological advancements is not a reasonable reaction. Thus, the answer is No.
33 Answer: C
Question type: Multiple Choice Question
Answer location: Paragraph C
Answer explanation: We can find traces for information in Paragraph C, where it is quoted as, “Susan Greenfield, renowned neuroscientist, outlines her concerns in a new book. Every individual’s mind is the product of a brain that the sum total of their experiences has personalized; with an increasing quantity of our experiences from very early childhood taking place ‘on screen’ rather than in the world, there is potentially a profound shift in the way children’s minds work. She suggests that the fast-paced, second-hand experiences created by video games and the Internet may inculcate a worldview that is less empathetic, more risk-taking and less contemplative than what we tend to think of as healthy.”
According to the quoted lines, Susan Greenfield, a prominent neuroscientist, discusses her belief in the new book that every person’s mind takes in prior experiences from childhood through adulthood. In her book, she also suggests that the worldview instilled by video games and the internet may be less compassionate and less introspective than what is considered healthy. As a result, she claims that video games are altering children’s perceptions of the world. Hence, the answer is C.
34 Answer: A
Question type: Multiple Choice Question
Answer location: Paragraph D, line 3
Answer explanation: Paragraph D elaborates Greenfield’s prose, which is full of mixed metaphors and self-contradictions and is perhaps the worst enemy of her attempts to persuade. It is quoted in paragraph 3, “Unlike even their immediate antecedents, the latest electronic media are at once domestic and work-related, their mobility blurring the boundaries between these spaces, and video games are at their forefront. A generational divide has opened that is in many ways more profound than the equivalent shifts associated with radio or television, more alienating for those unfamiliar with new technologies, more absorbing for those who are. So how do our lawmakers regulate something that is too fluid to be fully comprehended or controlled?”
As a result of the aforementioned sentences, we can deduce that lawmakers find it impossible to regulate something (video games) that is widely spread and evolving and is too fluid (as the video games are still evolving, they are likely to be changed often repeatedly or unexpectedly) to be fully understood or controlled. Thus, the answer is A.
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35 Answer: B
Question type: Multiple Choice Question
Answer location: Paragraph E
Answer explanation: We can find references for the question in Paragraph E, which describes Adam Martin and his view on video games. In the paragraph, it is mentioned that Adam is a lead programmer for an online games developer, who states that Computer games teach and people don’t even notice they’re being taught. ’ But isn’t the kind of learning that goes on in games rather narrow? ‘A large part of the addictiveness of games does come from the fact that as you play, you are mastering a set of challenges. But humanity’s larger understanding of the world comes primarily through communication and experimentation, through answering the question “What if?’ Games excel at teaching this too.’
We realise that the main point of Adam’s statement is that people who play games are unaware of the lessons the games are teaching them. Furthermore, these video games are addicting because when a person plays a game, they get a sense of dominance once they have mastered all of the game’s obstacles. So, the correct answer is B.
36 Answer: B
Question type: Multiple Choice Question
Answer location: Paragraph F
Answer explanation: Paragraph F illustrates Steven Johnson’s thesis, which is quoted as, “Steven Johnson’s thesis is not that electronic games constitute a great, popular art, but that the mean level of mass culture has been demanding steadily more intellectual engagement from consumers. Games, he points out, generate satisfaction via the complexity of their virtual worlds, not by their robotic predictability. Testing the nature and limits of the laws of such imaginary worlds has more in common with scientific methods than with a pointless addiction. At the same time, the complexity of the problems children encounter within games exceeds that of anything they might find at school.”
Steven Johnson’s thesis reveals that video games are more complex than what children solve at school and they are not admired for their robotic predictability. Thus, we come to know that Johnson disagrees with the fact that the attitude that video games are often labelled as predictable and undemanding. So, the answer is B.
37 Answer: C
Question type: Multiple Choice Question
Answer location: All the paragraphs in Passage 3
Answer explanation: We conclude that each personality in the reading passage, Susan Greenfield in Paragraph G where she argues that there are ways of thinking that video games simply cannot teach. While Adam Martin in Paragraph E, shares his view that individuals are unaware of being taught by the computer games, which actually teaches them and Steven Johnson in Paragraph F has discussed in his thesis that video games might generate satisfaction through their complexityand not through their robotic predictability.
Thus, these personalities have discussed their respective perspectives and attitudes toward video games and whether they are outdated or still relevant. So, the answer that suits reading passage 3 is C.
38 Answer: B
Question type: Matching Sentence Ending
Answer location: Paragraph H, line 4
Answer explanation: In line 4 of paragraph H, it is quoted, so far, the dire predictions many traditionalists have made about the ‘death’ of old-fashioned narratives and imaginative thought at the hands of video games cannot be upheld. Television and cinema may be suffering economically at the hands of interactive media. But literacy standards have failed to decline.”
Although television and cinema may be suffering at the hands of interactive media, literacy standards (levels of reading ability) have failed to decline. From this, we understand that there’s little evidence that levels of reading ability will continue to drop significantly (as it has failed to decline). Thus, the answer is B.
39 Answer: A
Question type: Matching Sentence Ending
Answer location: Paragraph H, line 7
Answer explanation: We can find traces for information in line 7 in paragraph H, “And most research – including a recent $1.5m study funded by the US government – suggests that even pre-teens are not in the habit of blurring game worlds and real worlds.”
We understand that according to the research and recent $1.5m study funded by the US government, that teenagers are well aware of the difference between what they are playing and the real world. This means that teens are in the habit of separating their real life from the life they play in the games. Here, “being distinct” refers to separate. So, the answer is A.
40 Answer: C
Question type: Matching Sentence Ending
Answer location: Paragraph I
Answer explanation: In paragraph I, “Richard Battle, a British writer and game researcher, says Times change: accept it; embrace it.’ Just as, today, we have no living memories of a time before radio, we will soon live in a world in which no one living experienced growing up without computers. It is for this reason that we must try to examine what we stand to lose and gain before it is too late.”
The quoted lines indicate that Richard, a British writer and game researcher, believes it is best to embrace change as time and circumstance change. They have no live memories of a time before radio, he added. So, rather than obsessing about things that won’t matter in the long run, it’s preferable to take advantage of what we have now. Thus, the new technological advances have to be absorbed into our lives. So, the answer is C.
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