Study Buddy (Challenger): The pros and cons of video games, according to an expert
This page is for students who want to take their reading comprehension to the next level with difficult vocabulary and questions to test their inference skills.
Content provided by British Council
Read the following text, and answer questions 1-9 below:
[1] Whether on a computer, game console or smartphone, adolescents often spend a lot of time playing video games. But how much is a lot? Among children aged 11 to 15 in 44 countries and regions in Europe, Central Asia and North America, 34 per cent play every day and 22 per cent play for at least four hours on a gaming day, according to a recently published survey by the World Health Organization (WHO).
[2] The survey classified 12 per cent of the respondents as being at risk of “problematic” gaming – 16 per cent of the boys and seven per cent of the girls. The risk was most prevalent among 11-year-olds, at 14 per cent. This statistic can be alarming to parents, who – assuming they are not gamers themselves – may be unable to fathom the fascination with gaming and are otherwise out of their depth on the phenomenon.
[3] That is why social education worker and media games expert Daniel Heinz has answered some critical questions parents might have. He heads a digital games guidance platform by the Office of Youth Media Culture in the German state of North Rhine-Westphalia. Heinz recommended that parents stay informed of their child’s motivation for playing digital games, such as whether “gaming compensates for something missing in their real lives”. If your child plays for a long time or neglects things such as hobbies or friends and family, “then you should speak with them about it or seek professional help,” Heinz said.
[4] In extreme cases, prolonged gaming can result in an addiction. You can be diagnosed with a gaming disorder if several behaviour patterns are present. These include severely reduced control over gaming habits and losing interest in earlier hobbies.
[5] In many digital games, adolescents communicate with other players via text or audio messages. In multiplayer games, players learn how to reach agreements in “clans” or “guilds” (groups), devise common strategies and assume responsibility for their team. Some games are set in other eras and surroundings, providing a desire to dive into history and geography. Strategy and educational games can inspire players to pursue learning in many different subjects, too.
[6] Parents should know that some digital games have content that can be psychologically stressful for children. When purchasing a game for their child, they should pay attention to the recommended age grading and inform themselves about the game beforehand. Besides content risks, there are also interaction risks, Heinz said. “This means a child may come into contact with strangers, raising the risk of harassment.”
[7] Players can be persuaded to make payments, such as for additional content that can be bought inside a game. And there are game-binding factors that make players want to keep playing. “Parental control settings on gaming devices can often ensure more safety,” said Heinz, whose overarching guideline for parents is “calm caution”. In other words, always keep an eye on things, but there is no need to worry excessively.
Source: dpa, November 9
Questions
1. Paragraph 1 suggests that playing video games is a … activity among adolescents.
A. rare
B. common
C. harmful
D. beneficial
2. What is the key concern raised in paragraph 2 regarding adolescent gaming habits?
3. What might be a challenge for parents who are not gamers themselves, according to paragraph 2?
A. understanding the appeal of gaming
B. controlling their children’s gaming time
C. finding appropriate games for their children
D. all of the above
4. Find a word in paragraph 3 that refers to “the reason or reasons for acting or behaving in a particular way.”
5. Based on your understanding of paragraphs 3 and 4, how do individuals with a gaming disorder differ from casual gamers?
6. According to paragraph 5, how can digital games inspire players to learn about history?
7. Which of the following best describes the phrase “content risks” in paragraph 6?
A. possibility of developing a sedentary lifestyle
B. potential social isolation and decreased social skills
C. possibility of negative interactions with strangers
D. potential exposure to harmful visuals and information within the game
8. In paragraph 7, what is the expert’s main advice to parents regarding their children’s gaming habits?
Answers
1. B
2. The percentage of adolescents, particularly boys, at risk of “problematic” gaming.
3. A
4. motivation
5. Individuals with a gaming disorder play for a long, continuous time, cannot control how long they game, neglect friends and family and lose interest in other hobbies. Casual gamers can balance these things and playing games does not negatively affect them. (accept all similar answers)
6. Some digital and video games are set in previous eras and other surroundings, giving players the desire to learn about history.
7. D
8. to monitor their children’s gaming habits but not worry too much (accept all similar answers)