The answers for "Video Games' Unexpected Benifits to Human Brain" include 7 questions and are part of the assessment framework for the IELTS General Reading test. Candidates are allotted 20 minutes to complete the reading responses concerning "Video Games' Unexpected Benifits to Human Brain." This portion of the IELTS reading exam consists of various question formats, including Choose the correct letter, Do the following statements agree with the information given in Reading Passage, and Use the information in the passage to match the people (listed A-F) with opinions or deeds below.
The answers for "Video Games' Unexpected Benifits to Human Brain" offer a comprehensive overview of the passage, explaining that the passage describes that video games, often criticized as harmful, actually help develop high-level thinking, problem-solving, and brain skills. Research shows that video games can improve learning, decision-making, coordination, and even real-life skills such as surgery and teamwork. For additional practice with similar reading assessments, candidates can refer to the IELTS Reading Practice Test section.
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Video Games' Unexpected Benifits to Human Brain Reading Answers
A. James Paul Gee, professor of education at the University of Wisconsin-Madison, played his first video game years ago when his six-year-old son Sam was playing Pajama Sam: No Need to Hide When It’s Dark Outside. He wanted to play the game so he could support Sam’s problem solving. Though Pajama Sam is not an “educational game”, it is replete with the types of problems psychologists study when they study thinking and learning. When he saw how well the game held Sam’s attention, he wondered what sort of beast a more mature video game might be.
B. Video and computer games, like many other popular, entertaining and addicting kids’ activities, are looked down upon by many parents as time-wasters, and worse, parents think that these games rot the brain. Violent video games are readily blamed by the media and some experts as the reason why some youth become violent or commit extreme antisocial behavior. Recent content analyses of video games show that as many as 89% of games contain some violent content, but there is no form of aggressive content for 70% of popular games. Many scientists and psychologists, like James Paul Gee, find that video games actually have many benefits – the main one being making kids smart. Video games may actually teach kids high level thinking skills that they will need in the future.
C. “Video games change your brain,” according to University of Wisconsin psychologist Shawn Green. Video games change the brain’s physical structure the same way as learning to read, playing the piano, or navigating using a map. Much like exercise can build muscle, the powerful combination of concentration and rewarding surges of neurotransmitters like dopamine, which strengthens neural circuits, can build the player’s brain.
D. Video games give your children skills brain at real workout. In many video games, the skills required to win involve abstract and high level thinking. These skills are not even taught at school. Some of the mental skills trained by video games include: following instructions, problem solving, logic, hand-eye coordination, and spatial skills. Research also suggests that people can learn iconic, spatial, and visual attention skills from video games. The brain becomes even more flexible and adaptive with video games is related to surgical skills. Jacob Benjamin, doctor from Beth Israel Medical Center NY, found a direct link between skill at video gaming and skill at keyhole or laparoscopic surgery. Also, a reason given by experts as to why fighter pilots of today are more skilful is that this generation’s pilots are being weaned on video games.
E. The players learn to manage resources that are limited, and decide the best use of resources, the same way as in real life. In strategy games, for instance, while developing a city, an unexpected surprise like an enemy might emerge. This forces the player to be flexible and quickly change tactics. Sometimes the player does almost every second of the game giving the brain a real workout. According to researchers at the University of Rochester, led by Daphne Bavelier, a cognitive scientist, games simulating stressful events such as those found in battle or action games could be a training tool for real-world situations. The study suggests that playing action video games primes the brain to make quick decisions. Video games could be used to train soldiers and surgeons, according to the study. Steven Johnson, author of Everything Bad is Good for You: How Today’s Popular Culture, says gamers must deal with immediate problems while keeping their long-term goals on their horizon. Young gamers force themselves to read to get instructions, follow storylines of games, and get information from the game texts.
F. James Paul Gee, professor of education at the University of Wisconsin-Madison, says that playing a video game is similar to working through a science problem. Like students in a laboratory, gamers must come up with a hypothesis. For example, players in some games constantly try out combinations of weapons and powers to use to defeat an enemy. If one does not work, they change hypotheses and try the next one. Video games are goal-driven experiences, says Gee, which are fundamental to learning. Also, using math skills is important to win in many games that involve quantitative analysis like managing resources. In higher levels of a game, players usually fail the first time around, but they keep on trying until they succeed and move on to the next level.
G. Many games are played online and involve cooperation with other online players in order to win. Video and computer games also help children gain self-confidence and many games are based on history, city building, governance and so on. Such games indirectly teach children about aspects of life on earth.
H. In an upcoming study in the journal Current Biology, authors Daphne Bavelier, Alexandre Pouget, and C. Shawn Green report that video games could potentially train a person for speeding up reactions in many types of real-life situations. The researchers tested dozens of 18- to 25-year-olds who were not ordinarily video game players. They split the subjects into two groups. One group played 50 hours of the fast-paced action video games “Call of Duty 2” and “Unreal Tournament,” and the other group played 50 hours of the slow-moving strategy game “The Sims 2.” After the training period, all of the subjects were asked to make quick decisions in several tasks designed by the researchers. The action game players were up to 25 percent faster at coming to a conclusion and answered just as many questions correctly as their strategy game playing peers.
Questions 28-31
Choose the correct letter, A, B, C or D.
28. What is the main purpose of paragraph ONE?
A. Introduction of professor James Paul Gee.
B. Introduction of the video game: Pajamas Sam.
C. Introduction of types of video games.
D. Introduction of the background of this passage.
Answer: D
Supporting statement:
“Video games are widely considered harmful for children’s brains, but research suggests otherwise.”
Keywords: introduction, background, video games
Keyword Location: {Paragraph A, lines 1–3}
Explanation: Paragraph one introduces the general debate surrounding video games. It sets the background by mentioning common concerns and misconceptions. The author prepares the reader for a discussion on scientific perspectives. No specific study or expert is analysed in detail here. Thus, the main aim is to introduce the background of the passage.
29. What does the author want to express in the second paragraph?
A. Video games are widely considered harmful for children's brains.
B. Most violent video games are the direct reason for juvenile delinquency.
C. Even though there is a certain proportion of violence in most video games; scientists and psychologists see its benefits of children's intellectual abilities.
D. Many parents regard video games as time-wasters, which rot children's brain.
Answer: C
Supporting statement:
“Scientists and psychologists see its benefits of children’s intellectual abilities.”
Keywords: benefits, scientists, intellectual abilities
Keyword Location: {Paragraph B, lines 4–6}
Explanation: The paragraph acknowledges that video games may contain violence. However, it strongly emphasizes their cognitive benefits. Researchers argue that games enhance thinking and learning skills. The author balances public concern with scientific evidence. Therefore, option C best captures the author’s intention.
30. What is correctly mentioned in paragraph four?
A. Some schools use video games to teach students abstract and high-level thinking.
B. Video games improve the brain ability in various aspects.
C. Some surgeons have better skills because they play more video games.
D. Skillful fighter pilots in this generation love to play video games.
Answer: B
Supporting statement:
“Video games give your children’s brain a real workout.”
Keywords: improve, brain, skills
Keyword Location: {Paragraph D, lines 1–3}
Explanation: Paragraph four discusses multiple mental skills developed through gaming. These include problem-solving, logic, coordination, and spatial skills. Evidence from medical professionals is also provided. The paragraph does not say schools use games directly. Hence, the correct statement is that video games improve brain ability.
31. What is the expectation of the experiment the three researchers did?
A. Gamers have to make the best use of the limited resource.
B. Gamers with better math skills will win in the end.
C. Strategy game players have a better ability to make quick decisions.
D. Video games help increase the speed of players' reaction effectively.
Answer: D
Supporting statement:
“Video games could potentially train a person for speeding up reactions.”
Keywords: speed, reactions, action games
Keyword Location: {Paragraph H, lines 1–2}
Explanation: The researchers wanted to test how video games affect reaction speed. Participants played either action or strategy games. The expectation was that action gamers would react faster. The experiment measured speed without sacrificing accuracy. Thus, the aim was to see if games increase reaction speed effectively.
Questions 32-35
Do the following statements agree with the information given in Reading Passage 3? write,
TRUE if the statement agrees is True
FALSE if the statement is False
NOT GIVEN if the information is Not given in the passage.
32. Most video games are popular because of their violent content.
Answer: FALSE
Supporting statement:
“Many video games develop problem-solving, logic and spatial skills.”
Keywords: skills, learning, benefits
Keyword Location: {Paragraph D, lines 2–4}
Explanation: The passage does not state that violence makes games popular. Instead, it focuses on educational and cognitive benefits. Games are praised for developing intellectual abilities. Violence is mentioned but not highlighted as the main attraction. Therefore, the statement contradicts the passage.
33. The action game players minimized the percentage of making mistakes in the experiment.
Answer: NOT GIVEN
Explanation: The passage compares accuracy between two groups. It states both groups answered correctly at the same level. There is no mention of reducing mistakes further. Percentages of errors are not discussed. Hence, the information is not given.
34. It would be a good idea for schools to apply video games in their classrooms.
Answer: NOT GIVEN
Explanation: The passage highlights learning benefits of video games. However, it does not recommend their use in classrooms. No educational policy suggestion is made. The idea is implied but not explicitly stated. Therefore, the answer is NOT GIVEN.
35. Those people who are addicted to video games have lots of dopamine in their brains.
Answer: NOT GIVEN
Explanation: The passage focuses on cognitive and learning benefits. It does not discuss brain chemicals or addiction. There is no scientific reference to dopamine levels. Hence, this information is absent from the text. So the correct answer is NOT GIVEN.
Questions 36-40
Use the information in the passage to match the people (listed A-F) with opinions or deeds below.
36. Video games as other daily life skills alter the brain's physical structure.
Answer: A (The writer's opinion)
Supporting statement:
“Video games give your children skills brain a real workout.”
Keywords: brain, workout, skills
Keyword Location: {Paragraph D, lines 1–2}
Explanation: The writer explains that video games actively train the brain by engaging it in complex mental tasks. These activities make the brain more flexible and adaptive, similar to physical exercise for the body. The emphasis is on overall brain development rather than a single researcher’s claim. The statement reflects the writer’s general viewpoint rather than a quoted expert. Hence, this idea is best attributed to the writer’s opinion.
37. Brain is ready to make decisions without hesitation when players are immersed in playing stressful games.
Answer: D (Daphne Bavelier)
Supporting statement:
“The study suggests that playing action video games primes the brain to make quick decisions.”
Keywords: primes, quick decisions, action games
Keyword Location: {Paragraph E, lines 7–8}
Explanation: Daphne Bavelier’s research focuses on how action games affect cognitive speed. Her study shows that stressful, fast-paced games prepare the brain for rapid decision-making. Players trained with such games reacted faster without losing accuracy. This demonstrates improved readiness of the brain under pressure. Therefore, this finding is directly linked to Bavelier’s work.
38. The purpose-motivated experience that video games offer plays an essential role in studying.
Answer: B (James Paul Gee)
Supporting statement:
“Video games are goal-driven experiences, says Gee, which are fundamental to learning.”
Keywords: goal-driven, learning, experiences
Keyword Location: {Paragraph F, lines 6–7}
Explanation: James Paul Gee compares video games to scientific learning processes. He explains that players constantly form hypotheses and test them, similar to lab work. The goal-oriented structure encourages persistence and critical thinking. Failure is treated as part of learning rather than a setback. Thus, Gee views video games as powerful educational tools.
39. Players are good at tackling prompt issues with future intentions.
Answer: E (Steven Johnson)
Supporting statement:
“Gamers must deal with immediate problems while keeping their long-term goals on their horizon.”
Keywords: immediate problems, long-term goals
Keyword Location: {Paragraph E, lines 10–11}
Explanation: Steven Johnson highlights the strategic thinking involved in video games. Players must solve urgent challenges while planning ahead. This dual focus strengthens decision-making and foresight. Such skills closely resemble real-life problem-solving situations. Therefore, this idea aligns clearly with Johnson’s view.
40. It helps children broaden their horizon in many aspects and gain self-confidence.
Answer: A (The writer's opinion)
Supporting statement:
“Video and computer games also help children gain self-confidence.”
Keywords: self-confidence, cooperation, life
Keyword Location: {Paragraph G, lines 2–3}
Explanation: The writer states that video games expose children to cooperation and real-world themes. Games based on history, governance, and city-building expand children’s understanding of life. Playing online also improves social interaction and confidence. This viewpoint is expressed directly by the author, not a specific researcher. Hence, it represents the writer’s overall opinion.
A. The writer's opinion
B. James Paul Gee
C. Shawn Green
D. Daphne Bavelier
E. Steven Johnson
F. Jacob Benjamin
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