A Video games, it is often claimed, are about wasting time. It is a misunderstanding that players and game makers have been trying to correct for many years. While movies and television are endlessly analysed in the media, games are often dismissed as irresponsible, unimportant by-products of the broader digital revolution.
A Video games, it is often claimed, are about wasting time. It is a misunderstanding that players and game makers have been trying to correct for many years. While movies and television are endlessly analysed in the media, games are often dismissed as irresponsible, unimportant by-products of the broader digital revolution.
But a growing number of experts disagree. This is, after all, an entertainment medium that worldwide makes $50 billion a year. Using ideas from psychology and sociology, theorists and designers suggest that our love of video games may actually have important things to tell us about our most basic desires and motivations.
Game design has become a big business and has led to the creation of a multitude of companies. ‘The industry attitude toward training has changed radically,’ says prominent game researcher Jesper Juul. ‘I recall hearing professionals claim that game design was a strange and unteachable art, but now this attitude has mostly faded.’ Designing video games is increasingly recognised as a valid field of university study throughout the world.
B Central to an understanding of games is the theory that games are fun because they teach us in a way that our brains prefer, that is, through systems and puzzles. Raph Koster, designer of multiplayer fantasy games, points out that an effective learning environment is one in which failure is acceptable, even welcomed. Accordingly, Koster says that in games, the player enters into a situation where the rules of the real world don’t apply - and typically being judged on success and failure is part of the real world. When gaming, people feel free to try things and to learn, and not worry about what might happen.
Consistently, Koster says, the best games are the ones that provide us with interesting tools such as weapons or magic, and allow us to experiment with them. For example, in one early game, players are given the ability to jump, and can practise this for as long as they like, but to get to the next stage they need to master this ability so they can leap over an enemy and onto a platform.
‘Games allow us to create these little systems where learning is controlled really brilliantly,’ says Margaret Robertson, director at a London-based game design company. ‘Something we don’t talk about is that, actually, one of the strengths of games is the vague sense of disapproval that still surrounds them - they feel like something that’s forbidden!’ And that can, of course, be very exciting.
Câu hỏi mẫu
- Question 1: Multiple choice — choose the best description of the main argument.
- Question 2: True / False / Not Given — decide if the statement matches the text.
- Question 3: Gap-fill — complete the summary using words from the passage.
Về bài tập này
Đề thi IELTS Reading Cambridge là bộ đề được hàng triệu thí sinh sử dụng. Mỗi bài thi bao gồm ba bài đọc dài với nhiều dạng câu hỏi khác nhau như điền khuyết, trắc nghiệm, ghép tiêu đề và True/False/Not Given. Việc luyện tập thường xuyên với đề Cambridge giúp bạn làm quen với cấu trúc đề thi thực, nâng cao tốc độ đọc và kỹ năng tìm kiếm thông tin hiệu quả. IELTS Mate cung cấp giao diện luyện tập tương tác, giúp bạn theo dõi tiến độ và luyện cùng cộng đồng học viên đang chuẩn bị cho kỳ thi IELTS. Với hơn 100 bộ đề Cambridge, bạn có thể luyện tập không giới hạn theo đúng lộ trình cá nhân hoá của mình. Mỗi ngày luyện một chút, kiên trì sẽ giúp bạn đạt được mục tiêu band IELTS mong muốn.
FAQ
IELTS Reading Cambridge có bao nhiêu loại câu hỏi?
Đề thi có 14 dạng câu hỏi chính: True/False/Not Given, điền khuyết, trắc nghiệm, ghép tiêu đề, ghép kết thúc câu. Mỗi dạng yêu cầu kỹ năng khác nhau nên cần luyện tập đa dạng.
Nên luyện tập bao nhiêu bài Reading Cambridge mỗi tuần?
Nên luyện 3–4 bài mỗi tuần. Sau khi làm, phân tích kỹ câu sai để hiểu lý do, giúp tránh lặp lại lỗi trong lần thi sau.
Cambridge Volume nào phù hợp cho người mới?
Volumes 7–10 phù hợp cho người mới vì mức độ khó vừa phải. Volumes 11–19 khó hơn, phù hợp với học viên đã có band 6.0 trở lên.