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IELTS Reading Passage, Questions, Answers with Explanation for Computer games for Preschoolers
Author
16-09-2025
The reading passage for Computer games for preschoolers is given for your reference in this article. This discuss about developing computer games for preschoolers and its process. This passage has totally 13 questions, which is of sentence completion, Flow Chart Completion and Yes/No/Not Given pattern. Skim through the passage and answer the questions. For your quick reference, we have given the answers in the table format below. We have also provided a detailed explanation below.
Answers
| 1. Abilities | 5. Experience | 9. False | 13. Feedback |
| 2. Parents | 6. Not given | 10. Firm | |
| 3. Markets | 7. True | 11. Simplicity | |
| 4. Sibling | 8. True | 12. Full version |
IELTS Reading Passage
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Computer games for preschoolers
A. For a long time game developers have focused on “hard core” game enthusiasts, hence it has become a daunting task for developers to design computer games for children. This article chronicles the research and design process that went into making the Nintendo DS for preschoolers.
B. We eventually agreed on three significant goals for our project after meeting with our producers, who are passionate about designing for the Nintendo DS. First, to comprehend the range of physical and cognitive abilities of preschoolers in the context of handheld system game play; second, to understand how preschool gamers control the various forms of play and game mechanics offered by the games that are currently available for this platform moreover to interact with the DS ; third, to appreciate preschooler's parents expectations for portable systems, as well as the purchasing and play circumstances in which game play occurs. We began by conducting 26 in-home ethnographies with preschoolers and their families in three markets across the United States: an East coast urban/suburban area, a West coast urban/suburban area, and a Midwest suburban/rural area, with the goal of yielding a comprehensive database with which to provide more information and insights to our producers.
C. There were 15 girls and 11 boys in this study, ranging from 3 years and 3 months to 5 years and 11 months. Additionally, households with a mix of preschoolers with and without elder peers were used because earlier research had indicated that older siblings have an effect on game play (demonstrated for example, by more advanced motor coordination while using a computer mouse). We stratified the sample into 13 families who had at least one Nintendo DS and 13 families who did not in order to comprehend both "experienced" and "new" preschool users of the platform. One DS was brought to the interview for the kid to play, however it was only provided to those whose households did not own a DS. This allowed us to see both the instinctive and intuitive movements of the new players (and of the more experienced players when playing new games), as well as the learned movements of the more experienced players. These interviews consisted of the preschooler, at least one parent and often siblings and another caregiver hence each interview could take about 60 to 120 minutes.
D. After each interview three kinds of information were collected. We gathered data about: the buying decisions surrounding game systems in the household, the family’s typical game play patterns, levels of parental moderation with regard to computer gaming, and the most favourite games played by family members from any older siblings and the parents that were available. Because of these in-home interviews: what types of spaces were used for game play, how the system were installed, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of games and game systems owned we could also understand the ideology of gaming in these homes. The most important thing is that we gathered the game-playing information for every single kid.
E. Prior to conducting the interviews, the research team had consulted with the in-house game producers to compile a list of game mechanics and problems related to preschoolers' motor and cognitive abilities that were crucial for them to comprehend before writing the games. These concerns varied from general dexterity challenges with game controllers to the effectiveness of in-game instructions to specific aspects in current games that the producers were incorporating for future preschool games. The moderator gave particular instruction to the preschooler through a series of games throughout the interviews so that he or she could monitor the interaction and probe both the preschooler and his or her parents on sentiments, attitudes, and frustrations that developed in the various circumstances.
F. If the subject in the experiment had previous exposure to the DS system, he or she was first asked to play his or her favourite game on the machine. This provided the researchers with information about the child's present gaming competence in relation to the complexity of the selected game, allowing them to observe the child playing a game with familiar mechanics. The Nintendo DS selections were fairly broad among the 26 preschoolers, including New Super Mario Bros, Sonic Rush, Nintendogs, and Tony Hawk's Proving Ground. The interview observed the child play, noting preferences for game mechanic and motor interactions with the device as well as the complexity level each game mechanic was for the tested subject. The researchers asked all of the preschoolers to play a specific game in consultation with our producers, The Little Mermaid: Ariel’s Undersea Adventure. For two major reasons the game was chosen. The characters that appeal to this young age group was one of the few games on the market. Moreover, a wide range of mechanics was incorporated by it that showcase the distinctiveness of the DS platform which has the ability to use the microphone for blowing or singing.
G. The first experiment yielded extensive information. We detailed the designing needs and handed the findings to a firm specialising in game design after examining the results and discussing the implications for the game design with our internal game production team. We collaborated extensively with those specialists to build the game design for the two preschool-targeted DS games under development on what we had gathered.
H. A formative research course of action was set up as the two DS games went into the development process. We brought kids into our in-house utility lab whenever we developed new game mechanics to test the mechanics and to evaluate their simplicity as well as engagement. In addition to looking at the overarching game structure we evaluated either alpha or beta versions of several game elements. We went back into the field test with a dozen preschoolers and their parents once the entire version of the DS game was available to make sure that each of the game aspects worked for the kids, moreover the overall objective of the game was understandable and the process was enjoyable for players. Parents' opinions on whether the game was appropriate, engaging and worth the purchase were also gathered.
Questions
Questions (1 - 5)
Complete the sentences below.
Choose ONE WORD ONLY from the passage for each answer.
Write your answers in boxes 1-5 on your answer sheet.
Main Objectives:
Determine the relevant 1……………………. in the context
Observe how preschoolers manage to play
Investigate attitudes of 2…………………… towards games
Subjects:
26 children from different US 3………………………..
Age range: 3 years and 3 months to 5 years and 11 months
Some children have older 4……………………… in the house as playing peers.
Equal number of new and 5……………………… players
Some households have Nintendo DS and some don’t
Length of Interview:
1-2 hours
Questions (6 - 9)
Complete the flow-chart below.
Choose NO MORE THAN TWO WORDS from the passage for each answer.
Write your answers in boxes 6-9 on your answer sheet.
Using the Results of the Study
Presentation of design requirements to a specialist 6……………………
↓
Testing the mechanics of two new games in the Nintendo lab (assess 7…………………….. and interest)
↓
A field test in 8……………………… trailed by twelve children
↓
Collection of 9……………………….. from parents
Questions (10 - 13)
Do the following statements agree with the information given in Reading Passage 1?
In boxes 10-13 on your answer sheet, write
TRUE if the statement agrees with the information
FALSE if the statement contradicts the information
NOT GIVEN if there is no information on this
10. One area of research is how far mothers and fathers controlled children’s playing after school.
11. Some researchers are allowed access to the subjects’ houses.
12. The researchers regarded The Little Mermaid: Ariel’s Undersea Adventure as likely to appeal to preschoolers.
13. The Little Mermaid: Ariel’s Undersea Adventure is entirely designed for preschool children.
Answers with Explanations
1. abilities
Explanation: As it is mentioned in paragraph B that creating a computer game for preschoolers was a task that required great care and research on ways and techniques to facilitate a smooth and better play experience. To do so, a three-point goal was decided for this project. The first goal among them was to understand the physical and cognitive ability range of preschoolers.
2. parents
Explanation: As it is mentioned in paragraph B that the part of the project to make a Nintendo DS for preschoolers, a three-point goal was set forth. The third goal mentioned taking note of the attitude and reactions of parents to this project. Attitude towards the context and content of the games under consideration.
3. markets
Explanation: As it is mentioned in paragraph B that for research in computer games for preschoolers, the producers of the games needed subjects to collect data. Based on which they could conduct research and build a better product. They selected 26 children from three different markets across the United States.
4. siblings
Explanation: As it is mentioned in paragraph C, the researchers working on this project found that having other siblings also affected the gameplay of preschoolers. Hence, they included both types of subjects, with siblings and without siblings. To further enhance the scope of their research.
5. experienced
Explanation: As it is mentioned in paragraph C that to take the research a step further, producers of the game decided to divide the participants into sections. One section of families was given Nintendo DS while the other set was not. Later, both the sections were called to play the game. This exercise helped researchers and producers to understand the difference created in gameplay with increased experience.
6. firm
Explanation: As it is mentioned in paragraph G that to confirm excellent results with the game production, after an internal review of the designs, the team discusses it with a company specialising in game design. This helps to rule out any scope of mistakes and also include some better details.
7. simplicity
Explanation: As it is mentioned in paragraph H that when any new update was made to the mechanics of the games for preschoolers, some subjects were called in to play the game with the changed mechanics. Meanwhile, the experts review the gameplay to ensure simplicity and interest are maintained in the game.
8. Full version
Explanation: As it is mentioned in paragraph H that after all the testing and scrutiny was complete, the producers brought the game to twelve preschoolers for the final evaluation of whether all elements of the game worked well for the children and also the motive of the game was clear or not to the parents as well as the preschoolers.
9. feedback
Explanation: As it is mentioned in paragraph H that the producers of the game did consider the feedback from the parents of preschoolers who participated in the study on aspects such as appropriate content, the price range of the product, etc.
10. Not given
Explanation:
11. True
Explanation: As it is mentioned in paragraph D that During the time of research, researchers were allowed access to homes of preschoolers selected as subjects, to conduct interviews, have a thorough look at the installations, types of games played, and various other points under consideration.
12. True
Explanation: As it is mentioned in paragraph F that the Little Mermaid game was thought to be appealing to preschool children because the characters in this game were the most relevant to the preschool age group. Certain activities like singing and blowing using the microphones also attract younger age group children.
13. False
Explanation: As it is mentioned in paragraph F that The Little Mermaid: Ariel’s Undersea Adventure not only has hand controls but also several other mechanical movements. The use of a microphone is also made to control some actions.
Check the other reading passages
Click to check the other important reading passages listed below,
About Author Gayathri Nagarajan
Gayathri, a trusted study-abroad expert, with expertise in standardized tests like IELTS, TOEFL, PTE, GRE, and GMAT. With a strong tech background from SASTRA University, she excels in software testing and has a passion for content writing and digital marketing. She aids students in finding the perfect academic fit, offering guidance on course selection, LOR and SOP writing. She remains up-to-date with the latest trends in higher education, delivering credible, accurate information on international education, including courses and test prep materials. As a trusted Study abroad expert at Kanan International, explore her latest blogs and articles for comprehensive insights into studying abroad and realizing your academic aspirations.
Kanan.co is a trusted study abroad consultancy offering comprehensive services, resources, and solutions for students and education institutions. We support students at every stage of their global education journey, ensuring a smooth and guided experience. Along with test preparation for IELTS, GRE, TOEFL, and SAT, we provide expert services such as SOP writing, visa guidance, accommodation support, scholarship assistance, and education loan support. Our expertise and commitment to excellence make us a reliable partner for students pursuing international education.
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