IELTS Reading section comprises three passages and forty questions. Candidates are required to understand the passage as well the wide range of questions, then find the correct answer. IELTS Reading tests the candidate’s understanding skills.
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This IELTS reading passage - Is There More To Video Games Than People Realize? Is an IELTS Academic topic. This passage contains different question types:
Read the Passage to Answer the Following Questions
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Solution With Explanation
Questions 27-32
Do the following statements agree with the views of the writer in Reading Passage 3?
In the boxes on your answer sheet, write
YES, if the statement agrees with the views of the writer
NO, if the statement contradicts the views of the writer
NOT GIVEN, if it is impossible to say what the writer thinks about this
(Guide: Candidates need to identify the statements and mark the same as true or false or not given)
Question 27.
Answer: Yes
Supporting Sentence: Recently, the British government released the Byron report into the effects of electronic media on children. Its conclusions set out a clear, rational basis for exploring the regulation of video games. The ensuing debate, however, has descended into the same old squabbling between partisan factions: the preachers of mental and moral decline, and the innovative game designers. In between are the gamers, busily buying and playing while nonsense is talked over their heads.
Keyword: mental and moral decline, electronic media
Keyword location: Para 2
Explanation: People who play video games know how these games leave a positive impact on them; building confidence, presentation skills, and debating. But still, this way of having a look at video games can't be seen anywhere due to the perception of mass media which still believe that video games as an odd mix of slightly menacing and alien. It has become really difficult to change the mindset people have about playing video games like the video game and the concept, a culture that revolves around has become a great business indeed.
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Question 28.
Answer: No
Supporting Sentence: Recently, the British government released the Byron report into the effects of electronic media on children. Its conclusions set out a clear, rational basis for exploring the regulation of video games. The ensuing debate, however, has descended into the same old squabbling between partisan factions: the preachers of mental and moral decline, and the innovative game designers. In between are the gamers, busily buying and playing while nonsense is talked over their heads.
Keyword: Bryon
Keyword location: Bryon
Explanation: Recently, the Bryon report was released by the British Government setting the effect of electronic media on children. In the report, the conclusion set a rational basis for exploring the regulation of video games. The debate has descended into the same old thing; preachers of mental and moral decline and innovative game designers.
Question: 29
Answer: Not Given
Explanation: There is no reference to the given question. Therefore, the answer selected is ‘Not Given’.
Question 30:
Answer: Not Given
Explanation: There is no reference to the given question. Therefore, the answer selected is ‘Not Given’.
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Question 31:
Answer: Yes
Supporting Sentence: Greenfield argues that there are ways of thinking that playing video games simply cannot teach. She has a point. We should never forget, for instance, the unique ability of books to engage and expand the human imagination, and to give us the means of more fully expressing our situations in the world.
Keyword: Greenfield, argues, simply cannot teach
Keyword location: Para 6
Explanation: Greenfield said that one cannot teach someone how to play video games. In that regard, for example, books have a unique ability to expand the human imagination and give the meaning of expressing one situation in the world. Nowadays, the video industry is growing faster and the ways have more in common with the old-fashioned world of compassionate pastimes. Games in which friends and people that know each other compete at activities are growing rapidly. The agenda is being set by the consumers- what they want for their children and what they actually play at parties across generations.
Question: 32
Answer: No
Supporting Sentence: These trends embody a familiar but important truth: games are human products, and lie within our control. This doesn’t mean we yet control or understand them fully, but it should remind us that there is nothing inevitable or incomprehensible about them. No matter how deeply it may be felt, instinctive fear is an inappropriate response to technology of any kind.
Keyword: human products, fear
Keyword location: Para 8
Explanation: Video games are birth-given by humans yet it's difficult to understand them properly. It doesn't matter how familiar one can get with video games, the truth remains the same: video games are human products and lie within our control. It's not possible to understand fully about video games but it should be reminded that there is nothing inevitable about video games. Instinctive fear is an inappropriate response to any kind of technology.
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Questions 33-37
Choose the correct letter A, B, C or D. Write the correct letter A-D in boxes on your answer sheet.
(Guide: Candidates need to find the correct answers of the questions from the list of answer choices given)
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Question: 33
Answer: C
Supporting Sentence: Susan Greenfield, renowned neuroscientist, outlines her concerns in a new book. Every individual’s mind is the product of a brain that has been personalized by the sum total of their experiences; 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.
Keyword: Susan Greenfield, book, put forward
Keyword location: Para 3
Explanation: Susan Greenfield, in her new book put forward that every individual’s mind is the product of one past experiences from childhood to adulthood, the sum total of experiences makes an individual mindset. But she started, that this is not how children's minds work. She suggested that the internet can create a world that is less empathetic and risk-taking.
Question: 34
Answer: A
Supporting Sentence: Greenfield’s prose is full of mixed metaphors and self-contradictions and is perhaps the worst enemy of her attempts to persuade. This is unfortunate, because however much technophiles may snort, she is articulating widely held fears that have a basis in fact.
Keyword: mixed metaphors, self-contradictions
Keyword location: Para 4
Explanation: Greenfield’s book self-contradicts her thoughts and has become the worst enemy of her attempts to persuade. She is articulating widely held fears that have a basis in fact. It is more alienating for those who are associated with technology and those who are absorbing them.
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Question: 35
Answer: B
Supporting Sentence: Adam Martin, a lead programmer for an online games developer, says:’ 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.’
Keyword: Adam Martin
Keyword location: Para 5
Explanation: Adam Martin, an online games developer says that computer games teach and people are unaware of that. Why are games so addictive? One of the major reasons why games are addictive is that when played; people get a sense of superiority when they master the challenges in the video game.
Question: 36
Answer: B
Supporting Sentence: 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, while the complexity of the problems children encounter within games exceeds that of anything they might find at school.
Keyword: Steven Johnson
Keyword location: Para 6
Explanation: The attitude that video games are often labeled as predictable and undemanding.
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Question: 37
Answer: C
Supporting Sentence: Whole passage
Keyword: Whole passage
Keyword location: whole passage
Explanation: A discussion of whether attitudes towards video games are outdated. Computer and video games teach something, it depends on the one that how you perceive it.
Question: 38
Answer: B
Supporting Sentence: 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. Young people still enjoy sport, going out and listening to music 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.
Keyword: death, suffering, dire predictions
Keyword location: Para 8
Explanation: The dire prediction of video games and imaginative thoughts cannot be upheld. This is true that television and media may be suffering due to interactive media but literacy standards have to fail to decline.
Question: 39
Answer: A
Supporting Sentence: 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.
Keyword: funded, US government
Keyword location: Para 8
Explanation: As per research and study funded by the US government, even teens are not likely to blur about the life they have when they are playing and the real world.
Question: 40
Answer: C
Supporting Sentence: 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.
Keyword: Richard Battle
Keyword location: Para 9
Explanation: Time changes, situation changes, embrace it, says Richard Battle, a British writer and gamer. It is always better to gain from what we have now rather than stressing over things that won't matter after sometime. time.
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