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Video Game Research Reading Answers: IELTS Reading Practice Test

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Updated on Jul 15, 2024, 10:51

In the IELTS Reading section, you will encounter three passages accompanied by 40 questions in multiple-choice, matching headings, and True/False/Not Given formats. This segment lasts 60 minutes and challenges your ability to grasp critical information, discern main ideas, and infer implications effectively.

 

To excel in the IELTS Reading section, employ effective strategies such as skimming to identify key themes like the impact of video games on cognitive skills and behavior. Scan for specific details such as the methodologies used in research studies, findings related to cognitive development, and any implications for education or mental health. Regular practice with sample questions and exposure to diverse question types will refine your skills for test day.

 

Prepare for an insightful exploration of "Video Game Research Reading Answers," which delves into the various studies examining the effects of video games on players. Explore how video game usage has been linked to cognitive skills enhancement, social interaction, and potential behavioural changes. Gain insights into the significant findings that highlight both positive and negative impacts of video gaming, shaping our understanding of its role in modern society.
 

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1. Video Game Research Reading Passage

You should spend approximately 20 minutes answering Questions 1 - 14 based on the Reading Passage below. This approach can help manage time effectively during a reading comprehension activity or exam.

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2. Video Game Research Reading Questions and Answers

Discover exciting and informative IELTS reading answers about Video Game Research Reading Question & Answers

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1.

Video Game Research Reading Passage

General Information

  • Read Instructions: Understand each question before answering.
  • Manage Time: Spend about 20 minutes per passage.
  • Skim and Scan: Quickly get the main idea and find specific information.
  • Highlight Key Info: Underline essential words or phrases.
  • Answer All Questions: Attempt every question; no penalty for wrong answers.
  • Stay Focused: Avoid distractions and keep your attention on the task.
  • Check Spelling: Ensure correct spelling and grammar.
  • Transfer Answers Clearly: Write answers neatly on the answer sheet.
  • Don’t Dwell: Move on if stuck and return later.
  • Review: If time allows, review your answers.

 

 

 

 

Video Game Research  Reading Passage 

 

 

Paragraph A 


Although video games were first developed for adults, they are no longer exclusively reserved for the grown ups in the home. In 2006, Rideout and Hamel reported that as many as 29 percent of preschool children (children between two and six years old) in the United States had played console video games, and 18 percent had played hand-held ones. Given young children’s insatiable eagerness to learn, coupled with the fact that they are clearly surrounded by these media, we predict that preschoolers will both continue and increasingly begin to adopt video games for personal enjoyment. Although the majority of gaming equipment is still designed for a much older target audience, once a game system enters the household it is potentially available for all family members, including the youngest. Portable systems have done a particularly good job of penetrating the younger market.

 

Paragraph B

 

Research in the video game market is typically done at two stages: some time close to the end of the product cycle, in order to get feedback from consumers, so that a marketing strategy can be developed; and at the very end of the product cycle to ‘fix bugs’ in the game. While both of those types of research are important, and may be appropriate for dealing with adult consumers, neither of them aids in designing better games, especially when it comes to designing for an audience that may have particular needs, such as preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs. In the spring of 2007, our preschool-game production team at Nickelodeon had a hunch that the Nintendo DS - with its new features, such as the microphone, small size and portability, and its relatively low price point - was a ripe gaming platform for preschoolers. There were a few games on the market at the time which had characters that appealed to the younger set, but our game producers did not think that the game mechanics or design were appropriate for preschoolers. What exactly preschoolers could do with the system, however, was a bit of a mystery. So we set about doing a study to answer the query: What could we expect preschoolers to be capable of in the context of hand-held game play, and how might the child development literature inform us as we proceeded with the creation of a new outlet for this age group?

 

Paragraph C

 

Our context in this case was the United States, although the games that resulted were also released in other regions, due to the broad international reach of the characters. In order to design the best possible DS product for a preschool audience we were fully committed to the ideals of a ‘user-centered approach’, which assumes that users will be at least considered, but ideally consulted during the development process. After all, when it comes to introducing a new interactive product to the child market, and particularly such a young age group within it, we believe it is crucial to assess the range of physical and cognitive abilities associated with their specific developmental stage.

 

Paragraph D

 

Revelle and Medoff (2002) review some of the basic reasons why home entertainment systems, computers, and other electronic gaming devices, are often difficult for preschoolers to use. In addition to their still developing motor skills (which make manipulating a controller with small buttons difficult), many of the major stumbling blocks are cognitive. Though preschoolers are learning to think symbolically, and understand that pictures can stand for real-life objects, the vast majority are still unable to read and write. Thus, using text-based menu selections is not viable. Mapping is yet another obstacle since preschoolers may be unable to understand that there is a direct link between how the controller is used and the activities that appear before them on screen. Though this aspect is changing, in traditional mapping systems real life movements do not usually translate into game-based activity.

 

Paragraph E


Over the course of our study, we gained many insights into how preschoolers interact with various platforms, including the DS. For instance, all instructions for preschoolers need to be in voice-over, and include visual representations, and this has been one of the most difficult areas for us to negotiate with respect to game design on the DS. Because the game cartridges have very limited memory capacity, particularly in comparison to console or computer games, the ability to capture large amounts of voice-over data via sound files or visual representations of instructions becomes limited. Text instructions take up minimal memory, so they are preferable from a technological perspective. Figuring out ways to maximise sound and graphics files, while retaining the clear visual and verbal cues that we know are critical for our youngest players, is a constant give and take. Another of our findings indicated that preschoolers may use either a stylus, or their fingers, or both although they are not very accurate with either. One of the very interesting aspects of the DS is that the interface, which is designed to respond to stylus interactions, can also effectively be used with the tip of the finger. This is particularly noteworthy in the context of preschoolers for two reasons. Firstly, as they have trouble with fine motor skills and their hand-eye coordination is still in development, they are less exact with their stylus movements; and secondly, their fingers are so small that they mimic the stylus very effectively, and therefore by using their fingers they can often be more accurate in their game interactions.Although video games were first developed for adults, they are no longer exclusively reserved for the grown ups in the home. In 2006, Rideout and Hamel reported that as many as 29 percent of preschool children (children between two and six years old) in the United States had played console video games, and 18 percent had played hand-held ones. Given young children’s insatiable eagerness to learn, coupled with the fact that they are clearly surrounded by these media, we predict that preschoolers will both continue and increasingly begin to adopt video games for personal enjoyment. Although the majority of gaming equipment is still designed for a much older target audience, once a game system enters the household it is potentially available for all family members, including the youngest. Portable systems have done a particularly good job of penetrating the younger market.

 

Paragraph F


Research in the video game market is typically done at two stages: some time close to the end of the product cycle, in order to get feedback from consumers, so that a marketing strategy can be developed; and at the very end of the product cycle to ‘fix bugs’ in the game. While both of those types of research are important, and may be appropriate for dealing with adult consumers, neither of them aids in designing better games, especially when it comes to designing for an audience that may have particular needs, such as preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs. In the spring of 2007, our preschool-game production team at Nickelodeon had a hunch that the Nintendo DS - with its new features, such as the microphone, small size and portability, and its relatively low price point - was a ripe gaming platform for preschoolers. There were a few games on the market at the time which had characters that appealed to the younger set, but our game producers did not think that the game mechanics or design were appropriate for preschoolers. What exactly preschoolers could do with the system, however, was a bit of a mystery. So we set about doing a study to answer the query: What could we expect preschoolers to be capable of in the context of hand-held game play, and how might the child development literature inform us as we proceeded with the creation of a new outlet for this age group?

 

Paragraph G


Our context in this case was the United States, although the games that resulted were also released in other regions, due to the broad international reach of the characters. In order to design the best possible DS product for a preschool audience we were fully committed to the ideals of a ‘user-centered approach’, which assumes that users will be at least considered, but ideally consulted during the development process. After all, when it comes to introducing a new interactive product to the child market, and particularly such a young age group within it, we believe it is crucial to assess the range of physical and cognitive abilities associated with their specific developmental stage.

 

Paragraph H

 

Revelle and Medoff (2002) review some of the basic reasons why home entertainment systems, computers, and other electronic gaming devices, are often difficult for preschoolers to use. In addition to their still developing motor skills (which make manipulating a controller with small buttons difficult), many of the major stumbling blocks are cognitive. Though preschoolers are learning to think symbolically, and understand that pictures can stand for real-life objects, the vast majority are still unable to read and write. Thus, using text-based menu selections is not viable. Mapping is yet another obstacle since preschoolers may be unable to understand that there is a direct link between how the controller is used and the activities that appear before them on screen. Though this aspect is changing, in traditional mapping systems real life movements do not usually translate into game-based activity.

 

Paragraph I

 

Over the course of our study, we gained many insights into how preschoolers interact with various platforms, including the DS. For instance, all instructions for preschoolers need to be in voice-over, and include visual representations, and this has been one of the most difficult areas for us to negotiate with respect to game design on the DS. Because the game cartridges have very limited memory capacity, particularly in comparison to console or computer games, the ability to capture large amounts of voice-over data via sound files or visual representations of instructions becomes limited. Text instructions take up minimal memory, so they are preferable from a technological perspective. Figuring out ways to maximise sound and graphics files, while retaining the clear visual and verbal cues that we know are critical for our youngest players, is a constant give and take. Another of our findings indicated that preschoolers may use either a stylus, or their fingers, or both although they are not very accurate with either. One of the very interesting aspects of the DS is that the interface, which is designed to respond to stylus interactions, can also effectively be used with the tip of the finger. This is particularly noteworthy in the context of preschoolers for two reasons. Firstly, as they have trouble with fine motor skills and their hand-eye coordination is still in development, they are less exact with their stylus movements; and secondly, their fingers are so small that they mimic the stylus very effectively, and therefore by using their fingers they can often be more accurate in their game interactions.


 

 

2.

Video Game Research Reading Answers & Questions

Discover exciting and informative IELTS reading answers about Video Game Research

Questions and Answers 1-5
Do the following statements agree with the claims of the writer in Reading Passage 3? Write

  • YES if the statement agrees with the claims of the writer
  • NO if the statement contradicts the claims of the writer
  • NOT GIVEN if it is impossible to say what the writer thinks about this

 

1. Video game use amongst preschool children is higher in the US than in other countries.

2. The proportion of preschool children using video games is likely to rise.

3. Parents in the US who own gaming equipment generally allow their children to play with it.

4. The type of research which manufacturers usually do is aimed at improving game design.

5. Both old and young games consumers require research which is specifically targeted.


 

Video Game Research  Reading Answers with Explanations (1-5)

 

 

Question Type:  True/False/Not Given

 

In this task, you are presented with a statement, and your task is to determine if it agrees with the information in the passage (True), contradicts the information in the passage (False), or if there is insufficient information in the passage to decide (not given).


 

How to best answer the question:

 

  • Read the statement carefully to ensure you understand exactly what it is saying. 
  • Pay attention to details such as dates, numbers, and specific information.
  • Scan the passage to find the section where the relevant information is likely to be located. 
  • Focus on finding evidence that either supports or contradicts the statement.
  • True: If the statement agrees with the information in the passage.
  • False: If the statement contradicts the information in the passage.
  • Not Given: If there is no information in the passage that confirms or contradicts the statement.


 

1. Not given

 

Reference:

 

Paragraph 

NA

 

Explanation

 

The passage does not compare video game use among preschool children in the US with that in other countries..

 

2. Yes

 

Reference:

 

Paragraph  A

 

we predict that preschoolers will both continue and increasingly begin to adopt video games for personal enjoyment.

 

Explanation

 

This line suggests that the proportion of preschool children using video games is expected to increase.


 

3. Not given


Reference:

 

Paragraph 

NA


Explanation


The passage does not provide information on whether parents in the US generally allow their children to play with gaming equipment.

 

4. No


Reference:

 

Paragraph

 

neither of them aids in designing better games, especially when it comes to designing for an audience that may have particular needs.

 

Explanation


The passage states that typical research conducted by manufacturers is not aimed at improving game design, particularly for specific audiences like preschoolers or senior citizens.

 

5. Yes


Reference:

 

Paragraph B 

 

Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs.

 

Explanation

 

This line indicates that both young and old game consumers require research specifically targeted to understand their unique needs and abilities.

 

Read more about Dictation Words for IELTS: Practice and Preparation!

 

Questions and Answers 6-10
  • Complete the summary using the list of words/phrases, A-l, below.

 

Problems for preschool users of video games
Preschool children find many electronic games difficult, because neither their motor skills nor their 6._____ are sufficiently developed.

Certain types of control are hard for these children to manipulate, for example, 7.__________ can be more effective than styluses.

Also, although they already have the ability to relate 8.__________ to real-world objects, preschool children are largely unable to understand the connection between their own 9._________ 
and the movements they can see on the screen. Finally, very few preschool children can understand 10.____________

 

A actions
B buttons
C cognitive skills
D concentration
E fingers
F pictures 
G sounds
H spoken instructions
I written menus 


 

Video Game Research  Reading Answers with Explanations (6-10)

 

Type of Question: Summary Completion

 

Summary completion questions provide a summary of part of the reading passage with several blanks. Your task is to fill in these blanks with appropriate words or phrases from the passage. The summary may cover a whole passage or a part of it, focusing on key points and main ideas.

 

How to best answer this question:

 

  • Quickly skim the passage to get an idea of its main ideas and structure.
  • Focus on keywords in the summary and look for them or their synonyms in the passage.
  • Carefully read the instructions to know the word limit and any specific guidelines.
  • Identify the part of the passage related to the summary. This often involves scanning for keywords or phrases.
  • Ensure the words you choose fit grammatically and contextually within the summary.
  • After filling in the blanks, review the summary to ensure it makes sense and adheres to the word limit.

 

6. C


Reference:

 

Paragraph D 

 

many of the major stumbling blocks are cognitive.

 

Explanation

 

This line indicates that preschool children's cognitive skills are not sufficiently developed, making video games difficult for them.

 

7. E


Reference: 

 

Paragraph E

 

the interface, which is designed to respond to stylus interactions, can also effectively be used with the tip of the finger.

 

Explanation

 

This line shows that fingers can be more effective than styluses for preschool children due to their fine motor skills being underdeveloped.

 

8. F

 

Reference: 

 

Paragraph D 

 

preschoolers are learning to think symbolically, and understand that pictures can stand for real-life objects.

 

Explanation

 

This line states that preschool children have the ability to relate pictures to real-world objects.

 

9. A

 

Reference: 

Paragraph  D 

Mapping is yet another obstacle since preschoolers may be unable to understand that there is a direct link between how the controller is used and the activities that appear before them on screen.

 

Explanation

This line indicates that preschool children struggle to understand the connection between their actions and the movements they see on the screen.

 

10. I

 

Reference: 

 

Paragraph D

 

the vast majority are still unable to read and write. Thus, using text-based menu selections is not viable.

 

Explanation


This line explains that very few preschool children can understand written menus, making them difficult to use.


Read more about A Guide on Most Common English Words Used in Daily Life!

 

Questions and Answers 11-14
  • Choose the correct letter, A, B, C or D

 

11.   In 2007, what conclusion did games producers at Nickelodeon come to?

 

  1. The preschool market was unlikely to be sufficiently profitable.
  2. One of their hardware products would probably be suitable for preschoolers.
  3. Games produced by rival companies were completely inappropriate for preschoolers.
  4. They should put their ideas for new games for preschoolers into practice.

 

12.  The study carried out by Nickelodeon

 

  1. was based on children living in various parts of the world.
  2. focused on the kinds of game content which interests preschoolers.
  3. investigated the specific characteristics of the target market.
  4. led to products which appealed mainly to the US consumers.

 

13.   Which problem do the writers highlight concerning games instructions for young children?

 

  1. Spoken instructions take up a lot of the available memory.
  2. Written instructions have to be expressed very simply.
  3. The children do not follow instructions consistently.
  4. The video images distract attention from the instructions.

 

14.   Which is the best title for Reading Passage 3?

 

  1. An overview of video games software for the preschool market
  2. Researching and designing video games for preschool children
  3. The effects of video games on the behaviour of young children
  4. Assessing the impact of video games on educational achievement


 

Video Game Research  Reading Answers with Explanations (11-14)

 

 

Question Type: Multiple Choice 

 

Multiple Choice questions in the IELTS reading test present you with a question followed by a set of options from which you must choose the correct answer. Typically, there are three or four options to choose from. You must carefully read the question and each option before selecting the correct answer.

 

How to best answer this question:

 

  • You must comprehend the passage to select the most accurate option.
  • Efficient skimming and scanning help locate relevant information quickly.
  • Some options may be designed to mislead you, so it's crucial to base your choice on evidence from the passage.
  • Multiple-choice questions can be time-consuming if you dwell on each option too long. Manage your time wisely to ensure you can attempt all questions.


 

11. B


 Reference: 

 

Paragraph B

 

our preschool-game production team at Nickelodeon had a hunch that the Nintendo DS - with its new features, such as the microphone, small size and portability, and its relatively low price point - was a ripe gaming platform for preschoolers.


Explanation


This line indicates that the game producers at Nickelodeon believed the Nintendo DS was suitable for preschoolers.

 

12. C

 

Reference: 

 

Paragraph C

 

In order to design the best possible DS product for a preschool audience we were fully committed to the ideals of a ‘user-centered approach’, which assumes that users will be at least considered, but ideally consulted during the development process.

 

Explanation

This line shows the study focused on understanding the specific characteristics and needs of the preschool market.
 

13. A

 

Reference: 

Paragraph E 

 

Because the game cartridges have very limited memory capacity, particularly in comparison to console or computer games, the ability to capture large amounts of voice-over data via sound files or visual representations of instructions becomes limited.


Explanation

 

This line highlights the problem of spoken instructions taking up a lot of available memory in the game cartridges.

14. B

 

Reference: 

 

Paragraph E 

Over the course of our study, we gained many insights into how preschoolers interact with various platforms, including the DS.

 

Explanation

 

The passage provides an in-depth look at the research and design process for creating video games suitable for preschool children.

 

Read More:

 

 

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FAQs

Q. How is the IELTS Reading test structured?

Ans. The IELTS Reading test consists of three passages with a total of 40 questions. The passages can be from books, journals, magazines, and newspapers, covering various academic and general interest topics.

Q. How long is the IELTS Reading test?

Ans. The test lasts for 60 minutes, during which you must read all three passages and answer the associated questions. There is no extra time allotted for transferring answers to the answer sheet.

Q. What types of questions are in the IELTS Reading test?

Ans. The test includes various question types such as multiple choice, matching headings, True/False/Not Given, sentence completion, summary completion, and short answer questions.