Computer Games For Preschoolers: Nintendo’s Research And Design Process - IELTS Reading Answers & Explanations
From IELTS Recent Actual Test 4 Academic Reading Test 6 · Part 1 · Questions 1–13
Reading Passage
You should spend about 20 minutes on Questions 1-13, which are based on Reading Passage 1 below.
Computer Games for Preschoolers: Nintendo's Research and Design Process
Designing computer games for young children is a daunting task for game producers, who, for a long time, have concentrated on more "hard core" game fans. This article chronicles the design process and research involved in creating Nintendo DS for preschool gamers.
After speaking with our producers who have a keen interest in designing for the DS, we finally agreed on three key goals for our project. First, to understand the range of physical and cognitive abilities of preschoolers in the context of handheld system game play; second, to understand how preschool gamers interact with the DS, specifically how they control the different forms of play and game mechanics offered by the games presently on the market for this platform; third, to understand the expectations of preschoolers' parents concerning the handheld systems as well as the purchase and play contexts within which game play occurs. The team of the research decided that in-home ethnographies with preschoolers and their families would yield comprehensive database with which to give our producers more information and insights, so we start by conducting 26 in-home ethnographies in three markets across the United States: an East coast urban/suburban area, a West coast urban/suburban area, and a Midwest suburban/rural area.
The subjects in this study included 15 girls and 11 boys ranging from 3 years and 3 months old to 5 years and 11 months old. Also, because previous research had shown the effects of older siblings on game play (demonstrated, for example, by more advanced motor coordination when using a computer mouse), households were employed to have a combination of preschoolers with and without elder peers. In order to understand both "experienced" and "new" preschool users of the platform, we divided the sample so that 13 families owned at least one Nintendo DS and the others did not. For those households that did not own a DS, one was brought to the interview for the kid to play. This allowed us to see both the instinctive and intuitive movements of the new players (and of the more experienced players when playing new games), as well as the learned movements of the more experienced players. Each of those interviews took about 60 to 120 minutes and included the preschooler, at least one parent, and often siblings and another caregiver.
Three kinds of information were collected after each interview. From any older siblings and the parents that were available, we gathered data decisions surrounding game systems in the household, the family's typical game play patterns, levels of parental moderation with regard to computer gaming, and the most favorite games played by family members. We could also understand the ideology of gaming in these homes because of these in-home interviews: what types of spaces were used for game play, how the systems were installed, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of games and game systems owned. The most important is, we gathered the game-playing information for every single kid.
Before carrying out the interviews, the research team had closely discussed with the in-house game producers to create a list of game mechanics and problems tied to preschoolers' motor and cognitive capabilities that were critical for them to understand prior to writing the games. These ranged from general dexterity issues related to game controllers to the effectiveness of in-game instructions to specific mechanics in current games that the producers were interested in implementing for future preschool titles. During the interviews, the moderator gave specific guidance to the preschooler through a series of games, so that he or she could observe the interaction and probe both the preschooler and his or her parents on feelings, attitudes, and frustrations that arose in the different circumstances.
If the subject in the experiment had previous exposure to the DS system, he or she was first asked to play his or her favorite game on that machine. This gave the researchers information about current level of gaming skill related to the complexity of the chosen one, allowing them to see the child playing a game with mechanics he or she was already familiar with. Across the 26 preschoolers, the Nintendo DS selections scope were very broad, including New Super Mario Bros, Sonic Rush, Nintendogs, and Tony Hawk's Proving Ground. The interviewer observed the child play, noting preferences for game mechanics and motor interactions with the device as well as the complexity level each game mechanic was for the tested subject. The researchers asked all of the preschoolers to play with a specific game in consultation with our producers, The Little Mermaid: Ariel's Undersea Adventure. The game was chosen for two major reasons. First, it was one of the few games on the market with characters that appeal to this young age group. Second, it incorporated a large variety of mechanics that highlighted the uniqueness of the DS platform, including using the microphone for blowing or singing.
The findings from this initial experiment were extensive. After reviewing the outcomes and discussing the implications for the game design with our internal game production team, we then outlined the designing needs and presented the findings to a firm specialising in game design. We worked closely with those experts to set the game design for the two preschool-targeted DS games under development on what we had gathered.
As the two DS games went into the development process, a formative research course of action was set up. Whenever we developed new game mechanics, we brought preschoolers into our in-house utility lab to test the mechanics and to evaluate both their simplicity, and whether they were engaging. We tested either alpha or beta versions of different elements of the game, in addition to looking at overarching game structure. Once a full version of the DS game was ready, we went back into the field test with a dozen preschoolers and their parents to make sure that each of the game elements worked for the children, and that the overall objective of the game was understandable and the process was enjoyable for players, We also collected parents' feedback on whether they thought the game is appropriate, engaging, and worth the purchase.
Questions
Questions 1–5 Note Completion
Complete the sentences below.
Choose ONE WORD ONLY from the passage for each answer.
Exploratory Research Project
Main Objectives:
- Determine the relevant 1 in the context
- Observe how preschoolers manage playing
- Investigate attitudes of 2 towards games
Subjects:
- 26 children from different US 3
- Age range: 3 years and 3 months old to 5 years and 11 months old
- Some children have older 4
- Equal number of new and 5 players
- Some households have Nintendo DS and some don't
Length of Interview:
- 1-2 hours
Questions 6–9 True / False / Not Given
Do the following statements agree with the information given in Reading Passage 1?
In boxes 6-9 on your answer sheet, write
TRUE
FALSE
NOT GIVEN
if the statement agrees with the information
if the statement contradicts the information
if there is no information on this
Questions 10–13 Flow Chart Completion
Complete the flow-chart below.
Choose NO MORE THAN TWO WORDS from the passage for each answer.
Using the Results of the Study
Presentation of design requirements to a specialist 10
↓
Testing the mechanics of two new games in the Nintendo lab
(assess 11 and interest)
↓
A 12 of the games trailed by twelve children
↓
Collection of 13 from parents
Answers & Explanations Summary
| # | Answer | Evidence | Explanation |
|---|---|---|---|
| Q1 | abilities | First, to understand the range of physical and cognitive abilities of preschoolers in the context of handheld system game play | Excerpt/Passage Explanation: The passage says that the first main goal was to learn about the different physical (body) and cognitive (thinking) skills that very young children have when they play games on a small computer device. Answer Explanation: The answer, 'abilities', means the natural skills or special talents that young children have. Reason For Correctness: The correct answer is 'abilities' because the passage states that one of the main goals of the project was to understand the 'range of physical and cognitive abilities of preschoolers' when they play handheld games. This directly matches the idea of determining relevant skills or capabilities children possess. |
| Q2 | parents | third, to understand the expectations of preschoolers' parents concerning the handheld systems as well as the purchase and play contexts within which game play occurs | Excerpt/Passage Explanation: The passage states that one main goal was to understand what young children's mothers and fathers thought about the small game devices and where and how they played them and bought them. Answer Explanation: The answer 'parents' means the mothers and fathers of the young children. Reason For Correctness: The correct answer is 'parents' because the passage states that one of the main goals of the research project was to 'understand the expectations of preschoolers' parents concerning the handheld systems'. This means the researchers wanted to learn what mothers and fathers thought about the games and game systems for their young children, which matches 'Investigate attitudes of [ ] towards games'. 'Expectations' is similar to 'attitudes' here, meaning what parents thought or felt about the games. |
| Q3 | markets | so we start by conducting 26 in-home ethnographies in three markets across the United States: an East coast urban/suburban area, a West coast urban/suburban area, and a Midwest suburban/rural area | Excerpt/Passage Explanation: The passage says that the researchers did their study with 26 families in three different 'markets' in the United States. These markets were specific places: one on the East coast, one on the West coast, and one in the middle of the country. Answer Explanation: The answer, 'markets', means different places or areas where the study was done. Reason For Correctness: The correct answer is 'markets' because the passage states that the research team conducted studies in different geographical 'markets' across the United States. They chose an East coast, a West coast, and a Midwest area for their research, which are described as 'markets'. This tells us where the 26 children came from. |
| Q4 | siblings | Also, because previous research had shown the effects of older siblings on game play (demonstrated, for example, by more advanced motor coordination when using a computer mouse), households were employed to have a combination of preschoolers with and without elder peers | Excerpt/Passage Explanation: The passage explains that the researchers wanted to see how having older brothers or sisters might change how young children play games. They knew from earlier studies that children with older siblings sometimes had better control when playing computer games. So, for this study, they made sure to include families where some young children had older siblings and some did not. Answer Explanation: The answer 'siblings' means brothers or sisters that a child has. Reason For Correctness: The correct answer is 'siblings' because the passage states that the study included households with preschoolers who had older brothers or sisters. This was done to see if having older siblings affected how the younger children played games, as previous research had shown a link between older siblings and a child's motor skills in gaming. |
| Q5 | experienced | In order to understand both "experienced" and "new" preschool users of the platform, we divided the sample so that 13 families owned at least one Nintendo DS and the others did not | Excerpt/Passage Explanation: The passage says that the people doing the study wanted to learn about children who had played the game system before ('experienced') and children who had never played it before ('new'). To do this, they separated the families so that half of them already had a Nintendo DS, and the other half did not. Answer Explanation: The answer is 'experienced'. This means the study included kids who had played Nintendo DS before and kids who had not. Reason For Correctness: The correct answer is 'experienced' because the passage explains that the researchers wanted to study both children who were already familiar with the gaming platform and those who were new to it. They divided the group of families to make sure they had some children who were 'new' and some who were 'experienced' with the Nintendo DS system. |
| Q6 | NOT GIVEN | From any older siblings and the parents that were available, we gathered data decisions surrounding game systems in the household, the family's typical game play patterns, levels of parental moderation with regard to computer gaming, and the most favorite games played by family members | Excerpt/Passage Explanation: The passage says that the researchers gathered information from parents about how much they control their children's computer gaming. It talks about 'levels of parental moderation', which means how much parents guide or limit their children's game time. However, this part does not say if they looked at mothers and fathers separately, or if they focused on control specifically 'after school'. Answer Explanation: The answer 'NOT GIVEN' means that the information about mothers and fathers controlling children's playing after school is not in the passage. The passage does not tell us anything about this specific detail. Reason For Correctness: The correct answer is 'NOT GIVEN' because the passage mentions that the researchers collected information about 'levels of parental moderation with regard to computer gaming'. While it talks about 'parents' and how they manage computer games, it does not specifically mention 'mothers and fathers' separately, nor does it specify the time when this control happens, like 'after school'. Therefore, the full statement in the question cannot be confirmed or denied by the passage. |
| Q7 | TRUE | The team of the research decided that in-home ethnographies with preschoolers and their families would yield comprehensive database with which to give our producers more information and insights, so we start by conducting 26 in-home ethnographies in three markets across the United States | Excerpt/Passage Explanation: The passage says the research team chose to do 'in-home ethnographies.' This means they went into the homes of the young children and their families to learn about them for their study. Answer Explanation: The answer is TRUE. This means the people doing the research were allowed to go into the houses of the families they were studying without any problems or restrictions. Reason For Correctness: The correct answer is TRUE because the passage explains that the researchers conducted 'in-home ethnographies.' The phrase 'in-home' clearly indicates that the researchers went to and were present inside the subjects' houses to do their study. This type of research naturally means they were given permission, or 'allowed access,' to be there. |
| Q8 | TRUE | First, it was one of the few games on the market with characters that appeal to this young age group | Excerpt/Passage Explanation: The passage says that the game 'The Little Mermaid' was special because its characters were very popular with children of that young age. This means the researchers thought young kids would like the characters in the game, making the game appealing to them. Answer Explanation: The answer, 'TRUE,' means the statement is correct based on the information in the passage. Reason For Correctness: The correct answer is TRUE because the passage explains why 'The Little Mermaid: Ariel's Undersea Adventure' was chosen for the study. One main reason was that its 'characters' were thought to be very attractive and 'appeal' to children in the 'young age group' (meaning preschoolers). This directly shows that the researchers believed the game would be liked by preschoolers. |
| Q9 | FALSE | Second, it incorporated a large variety of mechanics that highlighted the uniqueness of the DS platform, including using the microphone for blowing or singing | Excerpt/Passage Explanation: The passage says that this game included many different ways to play that showed how special the DS system is. One of these ways was using the 'microphone' to do things like 'blowing' or 'singing' in the game. Answer Explanation: The answer means that the statement is not true. The game "The Little Mermaid: Ariel's Undersea Adventure" is not played only with your hands. Reason For Correctness: The correct answer is FALSE because the passage tells us that the game "The Little Mermaid: Ariel's Undersea Adventure" uses more than just hand controls. It specifically mentions that the game uses the 'microphone' for actions like 'blowing or singing'. This shows that the game is not operated 'entirely' by hand controls, as the statement suggests. |
| Q10 | firm | presented the findings to a firm specialising in game design | Excerpt/Passage Explanation: The passage says the research team showed what they learned from their study to a 'firm specialising in game design.' This 'firm' is a company that is very good at creating games. Answer Explanation: The answer is 'firm.' This means the research group shared their ideas and needs for the game design with a special company. Reason For Correctness: The correct answer is 'firm' because the passage states that after the initial experiment, the team 'presented the findings to a firm specialising in game design.' This shows they gave their design ideas to a company that knows a lot about making games. |
| Q11 | simplicity | Whenever we developed new game mechanics, we brought preschoolers into our in-house utility lab to test the mechanics and to evaluate both their simplicity, and whether they were engaging | Excerpt/Passage Explanation: The passage says that when new game parts were made, young children came to Nintendo's special lab. Here, Nintendo checked two things: if the game parts were easy enough for children to use (their 'simplicity') and if children liked playing them (if they were 'engaging'). Answer Explanation: The answer is 'simplicity'. It means how easy something is to understand or do. Reason For Correctness: The correct answer is 'simplicity' because the passage explains what Nintendo tested in their lab for new game mechanics. They wanted to see if the games were easy to use and if children found them interesting. The passage directly links 'simplicity' with 'engaging' (which means interesting) during the testing phase. |
| Q12 | full version | Once a full version of the DS game was ready, we went back into the field test with a dozen preschoolers and their parents to make sure that each of the game elements worked for the children, and that the overall objective of the game was understandable and the process was enjoyable for players | Excerpt/Passage Explanation: The passage says that when the complete game was finished, called 'a full version,' they tested it with twelve young children and their parents. This test was to make sure all parts of the game worked well and that the children understood and liked playing it. Answer Explanation: The answer 'full version' means the complete game, not just parts of it. Reason For Correctness: The correct answer is 'full version' because the passage describes the steps taken after testing individual game mechanics. It states that after the game was fully put together, meaning a 'full version' was ready, it was then tested by children. The phrase 'a dozen preschoolers' in the passage directly matches 'twelve children' in the flowchart. |
| Q13 | feedback | We also collected parents' feedback on whether they thought the game is appropriate, engaging, and worth the purchase | Excerpt/Passage Explanation: The passage says that the researchers asked parents for their 'feedback' to find out if they believed the game was right for kids, fun, and a good value to buy. Answer Explanation: The answer is 'feedback'. This means collecting thoughts, ideas, or opinions from the parents about the games. Reason For Correctness: The correct answer is 'feedback' because the passage explains that after the full game was ready and tested by children, the researchers wanted to know what the parents thought. They 'collected parents' feedback' to understand if parents believed the game was good, fun, and worth buying. |
