Video Game’s Unexpected Benefits To Human Brain - IELTS Reading Answers & Explanations
From IELTS Past Papers Academic Reading Test 29 · Part 3 · Questions 28–40
Reading Passage
You should spend about 20 minutes on Questions 28-40, which are based on Reading Passage 3 below.
Video Game’s Unexpected Benefits to Human Brain
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 kid’s 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 anti-social 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 do 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 child’s brain a 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, fine motor and spatial skills. Research also suggests that people can learn iconic, spatial, and visual attention skills from video games. There have been even studies with adults showing that experience with video games is related to better 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 skillful 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 this 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 can 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 hypothesis 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, and 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 provide a potent training regimen 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 this 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
Questions 28–31 One Choice
Choose the correct letter, A, B, C or D.
Questions 32–35 True / False / Not Given
Do the following statements agree with the information given in Reading Passage 3?
Questions 36–40 Matching Features
Use the information in the passage to match the people (listed A-F) with opinions or deeds below.
A. The writer’s opinion
B. James Paul Gee
C. Shawn Green
D. Daphne Bavelier
E. Steven Johnson
F. Jacob Benjamin
Answers & Explanations Summary
| # | Answer | Evidence | Explanation |
|---|---|---|---|
| Q28 | D | 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 | Excerpt/Passage Explanation: The passage tells the story of how a professor watched his young son solve problems in a video game and wondered what complex games can teach people, serving as the starting point for the entire article. Answer Explanation: The answer "Introduction of the background of this passage" means that the main goal of the first paragraph is to provide the opening story and context that lead into the topic of how video games help the human brain. Reason For Correctness: The correct answer is D because Paragraph A shares a real-life story about how a professor became interested in studying video games after watching his son play one. This story sets the stage and provides the "background" for the whole reading passage about the mental benefits of playing video games. Paragraph A does not simply focus on a biography of the professor, an explanation of one specific game, or a list of game genres; rather, it introduces the situation that started the broader investigation. |
| Q29 | C | 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 | Excerpt/Passage Explanation: The passage explains that even though a large percentage of games contain violent material, many researchers find that video games are beneficial because they help children become smarter and learn advanced thinking skills. Answer Explanation: The answer means that although many video games contain some violence, scientists and psychologists believe these games can still improve children's intelligence and thinking skills. Reason For Correctness: The correct answer is C because paragraph B presents the main idea that despite the violent elements found in many video games (a "certain proportion of violence"), experts have found significant positive cognitive effects. The passage explains that "scientists and psychologists" find games provide advantages, particularly by "making kids smart" and teaching "high-level thinking skills" (which corresponds to "intellectual abilities"). The other options only describe negative viewpoints or minor details mentioned as background contrast. |
| Q30 | B | Some of the mental skills trained by video games include: following instructions, problem solving, logic, hand-eye coordination, fine motor and spatial skills. Research also suggests that people can learn iconic, spatial, and visual attention skills from video games | Excerpt/Passage Explanation: The passage explains that video games help players practice and learn a wide variety of mental skills, such as solving problems, using logic, and focusing visual attention. Answer Explanation: The answer means that playing video games trains and develops many different kinds of thinking and mental skills. Reason For Correctness: The correct answer is B because paragraph D specifically lists multiple mental abilities that are trained and improved by playing video games. These include following instructions, problem solving, logic, hand-eye coordination, fine motor skills, and spatial and visual attention skills. In contrast, A is incorrect because the text says these skills "are not even taught at school"; C is incorrect because the text only mentions a link between video game skill and surgical skill, not that playing more causes them to have better skills; and D is incorrect because the passage says modern pilots were "weaned on video games" (raised on them), not that they necessarily love playing them. |
| Q31 | D | In an upcoming study in the journal Current Biology, authors Daphne Bavelier, Alexandre Pouget, and C. Shawn Green report that video games could provide a potent training regimen for speeding up reactions in many types of real-life situations | Excerpt/Passage Explanation: The passage explains that the three researchers found video games can serve as a powerful training program to help people react more quickly in different situations in real life. Answer Explanation: The answer means that playing video games can work as a powerful way to make people react and respond faster. Reason For Correctness: The correct answer is D because paragraph H mentions the study by three researchers (Daphne Bavelier, Alexandre Pouget, and C. Shawn Green). It explains that they found video games can offer a strong training method for speeding up reactions in everyday real-life situations. The phrase 'potent training regimen for speeding up reactions' matches the idea of increasing the speed of players' reactions effectively. |
| Q32 | NOT GIVEN | 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 | Excerpt/Passage Explanation: The passage shows numbers about violent content in games and popular games, but it never mentions if violent content is the reason why games become popular. Answer Explanation: The answer "NOT GIVEN" means that the passage does not provide enough information to know whether video games are popular because of violence. Reason For Correctness: The correct answer is NOT GIVEN because although Paragraph B mentions that 89% of games contain some violent content and 70% of popular games do not have aggressive content, the author never explains the reason why video games are popular. |
| Q33 | FALSE | 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 | Excerpt/Passage Explanation: The passage explains that while the people playing action games finished their tasks faster, they answered the same number of questions correctly as the people who played strategy games. Answer Explanation: The answer FALSE means the information in the statement is incorrect or contradicts what is stated in the reading passage. Reason For Correctness: The correct answer is FALSE because the passage states that the action game players "answered just as many questions correctly as their strategy game playing peers." This means they were faster, but they did not reduce or minimize their mistakes compared to the other group; both groups got the same number of answers right. |
| Q34 | NOT GIVEN | These skills are not even taught at school | Excerpt/Passage Explanation: The passage states that some skills practiced while playing video games are not taught in regular schools, but it does not say that schools should use video games to teach students. Answer Explanation: The answer "NOT GIVEN" means that the text does not say whether schools should or should not use video games in classrooms. Reason For Correctness: The correct answer is "NOT GIVEN" because the passage only mentions "school" once to state that certain high-level thinking skills practiced in video games are not taught at school. The author never mentions or gives an opinion on whether schools should introduce or apply video games in their classrooms. |
| Q35 | TRUE | 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 | Excerpt/Passage Explanation: The passage explains that playing video games causes strong waves and large releases of brain chemicals, such as dopamine. Answer Explanation: The answer "TRUE" means that the statement is correct according to the information provided in the passage. Reason For Correctness: The correct answer is TRUE because Paragraph C explains how video games affect the brain. The passage mentions that playing games triggers "rewarding surges of neurotransmitters like dopamine." A "surge" means a sudden and large increase or a lot of something. Therefore, players experience high amounts of dopamine in their brains. |
| Q36 | 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 do learning to read, playing the piano, or navigating using a map | Excerpt/Passage Explanation: The passage explains that Shawn Green says playing video games alters the physical build of the human brain in the exact same manner as everyday skills like reading, playing an instrument, or following a map. Answer Explanation: The answer "C" means that psychologist Shawn Green is the person who stated that video games change the physical shape and structure of the brain just like normal daily activities do. Reason For Correctness: The correct answer is C because in Paragraph C, psychologist Shawn Green is quoted discussing how video games affect the brain. The text specifically explains that video games "change the brain’s physical structure" in the same way as other regular learning activities like reading, playing the piano, or using a map. Therefore, the statement matches Shawn Green. |
| Q37 | D | 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 | Excerpt/Passage Explanation: The passage explains that Daphne Bavelier's research found that playing stressful action games prepares the human brain to make fast choices in real life. Answer Explanation: The answer "D" refers to Daphne Bavelier. Reason For Correctness: The correct answer is D because Paragraph E mentions research led by cognitive scientist Daphne Bavelier. Her study shows that games simulating stressful events prepare or train the brain to make fast choices without delay. In the text, "games simulating stressful events" matches "playing stressful games", and "primes the brain to make quick decisions" matches "Brain is ready to make decisions without hesitation". |
| Q38 | B | Video games are goal-driven experiences, says Gee, which are fundamental to learning | Excerpt/Passage Explanation: The passage explains that, according to Gee (James Paul Gee), playing video games gives players experiences focused on achieving goals, which is a basic and very important part of learning. Answer Explanation: The answer "B" represents the person James Paul Gee. Reason For Correctness: The correct answer is B because in Paragraph F, James Paul Gee states that video games provide goal-oriented experiences that are deeply important for learning. Key synonyms to connect the statement to the text include: "purpose-motivated experience" matches "goal-driven experiences", "plays an essential role" matches "are fundamental", and "studying" matches "learning". |
| Q39 | E | 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 | Excerpt/Passage Explanation: The passage says that Steven Johnson believes players must fix sudden, immediate troubles right away while still remembering their future, long-term goals. Answer Explanation: The answer is person E (Steven Johnson), who points out that video game players handle sudden problems while keeping future plans in mind. Reason For Correctness: The correct answer is E because paragraph E mentions author Steven Johnson, who explains that players need to solve fast, current issues while continuing to think about what they want to achieve later. In the statement, "tackling prompt issues" matches dealing with "immediate problems", and "future intensions" matches keeping "long-term goals on their horizon". |
| Q40 | A | Video and computer games also help children gain self-confidence and many games are based on history, city building, and governance and so on. Such games indirectly teach children about aspects of life on earth | Excerpt/Passage Explanation: The passage explains that playing video and computer games gives kids more confidence and teaches them about different topics and parts of real life. Answer Explanation: The answer "A" means that this idea is stated directly by the author of the article, rather than being a quote from one of the named researchers. Reason For Correctness: The correct answer is A because in Paragraph G, the text explains that video games help children build self-confidence and learn about different subjects like history, city building, and life on earth. Since this section does not name or cite any specific outside expert, it represents the writer's own point of view. |
