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Is There More To Video Games Than People Realise? - IELTS Reading Answers & Explanations

From IELTS Trainer 1 Academic Reading Test 3 · Part 3 · Questions 27–40

Reading Passage

You should spend about 20 minutes on Questions 27-40, which are based on Reading Passage 3 below.

Is there more to video games than people realise?

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. This lack of awareness has become increasingly inappropriate, as video games and the culture that surrounds them have become very big business indeed.

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.

Susan Greenfield, renowned neuroscientist, outlines her concerns in a new book. Every individual's mind is the product of a brain that has been personalised 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.

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. 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?

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.'

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.

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. Intriguingly, the video games industry is now growing in ways that have more in common with an old-fashioned world of companionable pastimes than with a cyber-future of lonely, isolated obsessives. Games in which friends and relations gather round a console to compete at activities are growing in popularity. The agenda is increasingly being set by the concerns of mainstream consumers - what they consider acceptable for their children, what they want to play at parties and across generations.

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.

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.

The sheer pace and scale of the changes we face, however, leave little room for complacency. Richard Bartle, 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.

Questions

Questions 27–32 Yes / No / Not Given

Do the following statements agree with the views of the writer in Reading Passage 3?

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

27 Much media comment ignores the impact that video games can have on many people's lives.
28 The publication of the Byron Report was followed by a worthwhile discussion between those for and against video games.
29 Susan Greenfield's way of writing has become more complex over the years.
30 It is likely that video games will take over the role of certain kinds of books in the future.
31 More sociable games are being brought out to satisfy the demands of the buying public.
32 Being afraid of technological advances is a justifiable reaction.

Questions 33–37 Multiple Choice (One Answer)

Choose the correct letter, A, B, C or D.

33 According to the writer, what view about video games does Susan Greenfield put forward in her new book?
  1. They are exposing a child to an adult view of the world too soon.
  2. Children become easily frightened by some of the situations in them.
  3. They are changing the way children's view of the world develops.
  4. Children don't learn from them because they are too repetitive.
34 According to the writer, what problems are faced when regulating video games?
  1. The widespread and ever-changing use of games makes it difficult for lawmakers to control them.
  2. The appeal of the games to a younger generation isn't really understood by many lawmakers.
  3. The lawmakers try to apply the same rules to the games as they did to radio and television.
  4. Many lawmakers feel it is too late for the regulations to have much effect on the use of games.
35 What main point does Adam Martin make about video games?
  1. People are learning how to avoid becoming addicted to them.
  2. They enable people to learn without being aware of it happening.
  3. They satisfy a need for people to compete with each other.
  4. People learn a narrow range of skills but they are still useful.
36 Which of the following does Steven Johnson disagree with?
  1. the opinion that video games offer educational benefits to the user
  2. the attitude that video games are often labelled as predictable and undemanding
  3. the idea that children's logic is tested more by video games than at school
  4. the suggestion that video games can be compared to scientific procedures
37 Which of the following is the most suitable subtitle for Reading Passage 3?
  1. A debate about the effects of video games on other forms of technology.
  2. An examination of the opinions of young people about video games.
  3. A discussion of whether attitudes towards video games are outdated.
  4. An analysis of the principles behind the historical development of video games.

Questions 38–40 Matching Sentence Endings

Complete each sentence with the correct ending, A-E, below.

A. young people have no problem separating their own lives from the ones they play on the screen.

B. levels of reading ability will continue to drop significantly.

C. new advances in technology have to be absorbed into our lives.

D. games cannot provide preparation for the skills needed in real life.

E. young people will continue to play video games despite warnings against doing so.

38 There is little evidence for the traditionalists' prediction that
39 A recent study by the US government found that
40 Richard Bartle suggests that it is important for people to accept the fact that

Answers & Explanations Summary

# Answer Evidence Explanation
Q27 YES 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 Excerpt/Passage Explanation:
The passage states that the popular media (like news or TV) almost never discusses the positive ways people think about games, and instead, they mostly view games as something frightening or weird.
Answer Explanation:
The answer means that several news and media reports do not pay attention to the real effects video games have on individuals' lives.
Reason For Correctness:
The correct answer is YES because the passage notes that while players believe video games improve their personal skills, the mainstream media rarely talks about these benefits. Instead, news outlets often describe games as scary or strange, showing they don't really understand or acknowledge the actual impact games have. Keywords include mainstream media, lack of awareness, and almost nowhere.
Q28 NO 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 Excerpt/Passage Explanation:
The passage explains that the talk following the report turned into the same old fighting between two groups with strong, opposing opinions. It says that the people playing the games ignore this talk because it is just 'nonsense' (useless talking).
Answer Explanation:
The answer is NO because the author believes the discussion that happened after the Byron report was not useful or smart; it was just people arguing.
Reason For Correctness:
The correct answer is NO because the author describes the debate following the Byron report in a negative way. The text uses the word 'squabbling,' which means a noisy argument about things that are not important, and the word 'nonsense,' which means ideas that are silly or not true. Because the writer thinks the talk was nonsense and squabbling, it contradicts the idea that the discussion was 'worthwhile' (useful or valuable).
Q29 NOT GIVEN Greenfield's prose is full of mixed metaphors and self-contradictions and is perhaps the worst enemy of her attempts to persuade Excerpt/Passage Explanation:
The passage talks about Greenfield's writing in her recent book, saying it is messy and hard to understand, but it does not say if her writing was different in the past.
Answer Explanation:
The answer is NOT GIVEN because the text does not provide information about how Susan Greenfield's writing style has changed or developed over time.
Reason For Correctness:
The correct answer is NOT GIVEN because while the writer criticizes Susan Greenfield's current writing style in her "new book," the passage never mentions her past writing or how her style has evolved "over the years." To answer YES or NO, the text would need to compare her current work to her previous work, but it only describes her prose in its current state as being confusing and full of contradictions.
Q30 NOT GIVEN 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 Excerpt/Passage Explanation:
The passage says that books are special to the human 'imagination' in a way that video games are not. While it compares what books and games can teach, it never says if video games will replace books in the future.
Answer Explanation:
The answer is NOT GIVEN because the text does not tell us if the writer believes video games will replace books in the future.
Reason For Correctness:
The correct answer is NOT GIVEN because the passage mentions both books and video games, but it never says that games will take over the role of books. The writer says that books have a 'unique ability' to help people use their 'imagination' and that there are things games cannot teach. However, the author does not give any opinion or prediction about whether games will eventually replace books or take their place. Because this information is missing, we must choose NOT GIVEN.
Q31 YES Intriguingly, the video games industry is now growing in ways that have more in common with an old-fashioned world of companionable pastimes than with a cyber-future of lonely, isolated obsessives. Games in which friends and relations gather round a console to compete at activities are growing in popularity. The agenda is increasingly being set by the concerns of mainstream consumers - what they consider acceptable for their children, what they want to play at parties and across generations Excerpt/Passage Explanation:
The passage explains that the game industry is making more games meant for friends and families to play together. It also states that regular buyers are deciding what kinds of games are produced based on what they want to play in social groups.
Answer Explanation:
The answer YES confirms that the writer believes game companies are creating more games for social groups because that is what customers want.
Reason For Correctness:
The correct answer is YES because the author provides evidence that the gaming industry is moving away from making games for 'lonely' players and instead focusing on 'companionable pastimes' for friends and family. The passage explains that 'mainstream consumers' (the buying public) are now the ones setting the 'agenda' for what games are made, specifically asking for games they can play at parties or with different generations of their family.
Q32 NO No matter how deeply it may be felt, instinctive fear is an inappropriate response to technology of any kind Excerpt/Passage Explanation:
The passage explains that even if a person feels a strong sense of fear toward new technology, responding with fear is not correct or suitable.
Answer Explanation:
The answer means that the writer disagrees with the idea that being scared of new technology is a reasonable way to react.
Reason For Correctness:
The correct answer is NO because the author directly states that feeling scared of technology is not the right way to handle it. In the text, the author uses the word 'inappropriate' to describe an instinctive fear of technology. Since 'inappropriate' means something is not right or suitable for a situation, it contradicts the word 'justifiable' in the question, which means something is reasonable or has a good reason.
Q33 C 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 Excerpt/Passage Explanation:
The passage explains that video games might give children a specific way of looking at the world that makes them less caring, more willing to take dangers, and less likely to think deeply about things.
Answer Explanation:
The answer states that Susan Greenfield believes video games are altering the way children form their perspectives on the world.
Reason For Correctness:
The correct answer is C because the text describes Greenfield's theory that spending time on screens affects a child's brain development. She uses the term 'worldview' to describe children's outlook on life and suggests that video games may 'inculcate' (or instill) a perspective that is different from what is normally considered healthy. This matches the idea that games are changing how their 'view of the world' grows or develops.
Q34 A 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
So how do our lawmakers regulate something that is too fluid to be fully comprehended or controlled
Excerpt/Passage Explanation:
The passage explains that video games are now used both at home and at work, which means they are everywhere. It also says that because video games change so much and are so hard to understand, it is nearly impossible for the government to create rules to control them.
Answer Explanation:
The answer means that the government finds it hard to make rules for video games because they are used everywhere and change very quickly.
Reason For Correctness:
The correct answer is based on the writer's observation that modern electronic media, especially video games, are 'at once domestic and work-related,' showing they are widely used in different parts of life. The writer then asks how people who make laws (lawmakers) can manage something that is 'too fluid' to be understood or kept under control. In this context, 'fluid' means that games are constantly shifting and changing, which makes it very difficult for official regulations to keep up.
Q35 B 'Computer games teach and people don't even notice they're being taught.' Excerpt/Passage Explanation:
The passage explains that while someone is playing a game, the game is actually giving them knowledge or skills, but the player is too busy playing to realize that they are in a learning process.
Answer Explanation:
The answer means that video games help people learn things without the players realizing that they are being educated.
Reason For Correctness:
The correct answer is based on the quote from Adam Martin. He states that video games serve as a tool to "teach" players, but this happens in a way that players "don't even notice." This means the educational process is invisible or unintentional from the perspective of the gamer, which matches the idea of learning without being aware of it.
Q36 B Games, he points out, generate satisfaction via the complexity of their virtual worlds, not by their robotic predictability Excerpt/Passage Explanation:
The passage explains that video games are fun because they are complicated (complex), and they are not fun because they are easy to guess or always the same (robotic predictability).
Answer Explanation:
The answer means that Steven Johnson does not agree with the idea that video games are simple and always stay the same.
Reason For Correctness:
The correct answer is B because Steven Johnson believes video games are intellectually challenging. He says that they offer 'complexity' rather than 'robotic predictability.' This shows he rejects the view that games are undemanding or easy to guess.
Q37 C 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. This lack of awareness has become increasingly inappropriate, as video games and the culture that surrounds them have become very big business indeed Excerpt/Passage Explanation:
The passage says that many people in the media still see video games as scary or strange, which is an old way of thinking that does not match how important and popular video games are now.
Answer Explanation:
The answer means that the text talks about how older ideas and fears about video games might no longer be right or true today.
Reason For Correctness:
The correct answer is C because the passage compares how the 'mainstream media' and 'traditionalists' view video games (usually with 'fear' or seeing them as 'alien' and 'menacing') against the modern reality where people use games to gain skills like 'confidence-building' and 'presentation.' The text mentions that this old 'lack of awareness' has become 'inappropriate' and concludes by saying that 'times change' and we should 'embrace' the new reality of technology rather than holding onto old fears.
Q38 B 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 Excerpt/Passage Explanation:
The passage states that the bad things experts predicted about video games ruining stories and deep thinking are not coming true. While some industries are losing money, the ability of young people to read and write well has not decreased.
Answer Explanation:
The answer means that there is no strong proof to support the idea that people's reading and writing skills will get much worse because of video games.
Reason For Correctness:
The correct answer is B because the passage mentions that the scary things 'traditionalists' said would happen—specifically the 'death' of old stories and thinking—have not actually happened. The text points out that 'literacy standards,' which is a synonym for 'reading ability,' have not gone down. Therefore, the traditionalist view that video games would cause reading skills to drop lacks evidence.
Q39 A 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 Excerpt/Passage Explanation:
The passage says that research funded by the United States government shows that even young children do not get confused between the world of video games and the real world.
Answer Explanation:
The answer means that kids and teenagers can easily tell the difference between the games they play and their real lives.
Reason For Correctness:
The correct answer is supported by the text's mention of a $1.5m study paid for by the US government. This research found that young people, specifically pre-teens, do not 'blur'—or mix together—the worlds of video games with the real world. This shows they have no problem keeping the two separate.
Q40 C Richard Bartle, 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 Excerpt/Passage Explanation:
The passage shows that Richard Bartle believes we must accept and welcome the changes in our world, specifically the common use of computers, because they are becoming a natural part of life for every generation.
Answer Explanation:
The answer means that people should welcome and include new technical developments as a normal part of their lives.
Reason For Correctness:
The correct answer is chosen because Richard Bartle explicitly states that people should "accept" and "embrace" the fact that times change. He explains that soon everyone will have grown up using computers, meaning technology is now a permanent part of our world. His advice to "embrace it" suggests that instead of fighting technology, we should allow these new advances to be part of our daily existence.

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