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Skillful Unit 2 Instant Satisfaction

The document discusses the impact of video games on children, with 66% of parents believing they have a positive effect on development. It also highlights trends in gaming, including the rise of mobile gaming and the dominance of digital media over physical sales in various sectors. Additionally, it emphasizes the importance of critically evaluating data and statistics in understanding media consumption trends.
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0% found this document useful (0 votes)
46 views

Skillful Unit 2 Instant Satisfaction

The document discusses the impact of video games on children, with 66% of parents believing they have a positive effect on development. It also highlights trends in gaming, including the rise of mobile gaming and the dominance of digital media over physical sales in various sectors. Additionally, it emphasizes the importance of critically evaluating data and statistics in understanding media consumption trends.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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M

2 GAMES

SA
Gaming by percentages
Discussion point

EE
Discuss with a partner.
Gamers by gender
1 Do you think video
games have a positive
e
impact on children in 66% of parents say

% femal

57
that gaming has a

FR
your country? Why / why 66%

% male
positive effect on their
not? 43 children’s development
2 Do you think video
games are socially
isolating? Why / why
not?
3 What effects do
video games have on
75% 38%
academic performance 42%
and health?
E
PL

42% of American 75% of teenagers Gaming can improve


households own a prefer online gaming decision-making by 38%
games console to playing alone
M

VIDEO Before you watch


Match the words in bold with the correct definitions.
SA

1 console (n) a a technology for building software on


2 gross (v) b judge how much money something
3 platform (n) could be sold for
4 value (v) c earn an amount of money before tax is
paid and costs are deducted
EE

MOBILE GAMING d a device for playing games


FR

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UNIT READING 1 Interpreting visual data
READING 2 Identifying stance and distancing
VOCABULARY Vocabulary for the description of data
GRAMMAR Inverted conditionals: real and unreal present
AIMS STUDY SKILL Questioning numbers and statistics WRITING Using data to support opinions

SA
EE
FR
E
PL
M

Commentators at the DreamHack digital festival.

While you watch After you watch


Watch the video and choose T (True) or F (False). Work with a partner. Discuss the questions.
SA

1 The value of the mobile games industry is 1 Why have mobile devices broadened the
expected to double by next year. T/F popularity of video games?

2 People like playing games on mobiles 2 The gaming industry generates a higher annual
because it is convenient. T/F revenue than the movie and music industries

3 Mobile games are starting to offer a gaming combined. What possible explanations are there
EE

experience that is comparable to a console for this?


game. T/F 3 The concept of a “game”, from ancient board

4 Mobile games now have the majority market games to modern mobile gaming, has been
share of the gaming industry. T/F popular throughout the ages. Why do you think

this is the case?
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1 READING Instant satisfaction

SA
A Vocabulary preview
1 Complete the sentences with the words in the box.

consumption dominate embrace feasible

 ​
 ​
 ​
 ​
norm sector staggering subscription

 ​
 ​
 ​
EE
1 -based streaming services have greatly improved the
quality of television.
2 Massive online multiplayer games the video game
industry in my country.
3 Streaming is the in my country—people rarely, if ever,

FR
purchase physical media these days.
4 A proportion of young people in my country rarely watch
traditionally broadcasted television anymore.
5 Young people are quicker to new technology as they’ve
grown up around it.
6 Pioneers of a new , such as Netflix, are usually the most
successful.
7 It’s that streaming will destroy cinema within my lifetime.
E
8 of physical media is likely to see a revival over the next
decade.
2 Work with a partner. Discuss to what extent you agree with the sentences in
PL

Exercise 1.

B Before you read


M

Activating prior knowledge Work with a partner. Discuss how technology has evolved over the past 50 years
and the positive / negative impact these changes have had on society.
SA

C Global reading
Identifying main ideas Complete Instant satisfaction with the paragraph headings (a–f).
a Media and demographics
b The origins of media streaming
c Trends in the gaming industry
EE

d The death of broadcasting?


e Transition in all sectors
f A trend toward digital consumption
FR

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Instant satisfaction READING 1

SA
1

Streaming and on-demand services have demonstrated


exponential growth in recent years, largely due to the every minute and 5 billion videos are watched daily—1 billion
widespread availability of high-speed Internet connections of which are accessed via a mobile platform. Companies are
and improved wireless connectivity. Without the vast also increasingly using it to advertise their products and to
improvements in these fields, streaming as we know it simply communicate directly with consumers. In terms of popularity,
would not be technologically feasible. While streaming has YouTube is second only to Google, and viewing figures far
come to dominate several contemporary industries, its origins outstrip those of its direct competitors. Should growth rates

EE
can actually be traced back to the early 80s when the hacking continue in this way, on-demand and subscription viewing
community used it for file sharing. Over the following two could surpass traditional broadcasting as the primary source of
decades, the technology improved enough to facilitate the television.
video sharing sites that have transformed how we consume 4

media today. This report looks at media consumption trends There are, however, distinct generational differences in media
in several industries and assesses their impact on society as consumption. According to Ericsson (2015), 82% of 60–69-year-
a whole. olds watch traditionally broadcasted television on a daily

FR
2
basis, while only 60% of 16–34 year olds consume media this
Perhaps one of the biggest changes of the past 20 years is the way. Just over half of this younger generation watches all
shift away from physical media. No industry exemplifies this videos on a smartphone, laptop, or tablet. Broadly speaking,
change more so than the music industry. Sales of physical 90% of YouTube viewers are under 50—a statistic replicated
singles and albums have dropped dramatically since the across virtually all paid-for media platforms. People aged
inception of digital media services such as iTunes and Spotify. 14–25 are more likely to subscribe to a video streaming
Today the bulk of music is consumed digitally, although channel than to pay TV. In comparison, about a third more
overall, the rate of digital downloads and streamed music has people over the age of 49 are likely to subscribe to pay TV.
started to flatten out. As evidenced in Figure 1.1, income from Newspapers, either in print or digital formats, appeal only
digital sales, in all formats, now constitutes in excess of 50% of to a minority of younger people, whereas approximately five
the market and has remained consistently higher than physical times the number of pensioners consume news this way.
sales for the past three years. While an increasing number of Consequently, this is seen by many in the industry as an area of
people are choosing to buck this trend—sales of vinyl are at potential growth as it becomes the norm for the proportion of
E
a 25-year high—the vast majority are embracing all forms of users in new formats to dominate traditional ones.
digital media. Should this trend continue, physical media may 5

well become a thing of the past sooner than we think. Though it may seem counterintuitive, the trend towards
PL

3
digital media is far less pronounced in the video game sector.
There has also been a significant rise in online subscription According to PwC (2016), physical sales still dominate the
video and on-demand TV services such as Amazon Prime and market, with digital media being outsold by 4 to 1. However,
Netflix. Digital TV Research—a London-based media research cross-platform games—those that can be available on
company—forecasts that revenues from video streaming desktops, consoles, and mobile devices—and massively
services will reach $32 billion in 2021, up from just under $2 multiplayer online games (MMOG), like World of Warcraft,
look set to fuel an explosion in growth. Another key revenue
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billion in 2010. Countries such as China will see increases


from just $37 million in 2010 to $3 billion in 2020. Without stream for the industry is in-game purchases of supplementary
doubt, the leading video sharing site in the world is YouTube. A content that, while not essential to the core gameplay, may
staggering 300 hours of video footage is uploaded to YouTube enhance or personalize the overall experience.
6
SA

WORLDWIDE MUSIC INDUSTRY REVENUES Figure 1.1


2007–2017 (US$ BILLIONS) In many industries, sales of digital media are rapidly
20
0
0
outstripping their physical counterparts. CD sales have been
1.1
1.3 1.1 0 steadily declining for the past decade, and in the past three
1.3 0
2.4
1.4 0
0 0.2 0.3 0.4 0.4 0.5
years, sales of digital media have dominated the market.
15 3.3 1.4
Access to subscription TV services has also risen dramatically
3.9 1.5 1.6 1.7 2.6
1.9 2.3
4.3 in recent years, with many predicting 1,000% growth over
4.4
10 5.1 5.5
5.7
the next decade. This trend is likely to be exacerbated by the
17.6 5.9 6.5
15.6 younger generation’s preference for digital forms of media.
EE

13.8
11.9 10.7 However, sales of physical media in the gaming industry
5 9.2 8.6 7.1 6.3 6.2
remain buoyant, arguably due to the huge file size of most
5.7
digital games, which can be up to 16 times that of a standard
0 movie. However, growth in in-game purchases and MMOG
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017
markets is likely to transform the industry in the years to come.
Total 20.0 19.1 18.4 17.2 16.4 15.1 15.5 14.6 14.3 14.8 15.3

Physical Digital Performance rights Synchronization


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1 READING

SA
D Close reading

Interpreting visual data Graphs and charts are an efficient way for an author to communicate large
amounts of information using little space and few words. Interpreting
graphs can give you a better understanding of the bigger picture behind
the article.

EE
1 Look at Figure 1.1 in Instant satisfaction again and complete the summary.
The graph shows changes in revenue streams in the music industry from 2007
to 2017. From 2007 to 2011 sales of physical media 1exceeded / were lower

FR
than combined revenue from all other areas. Synchronization—revenue from
the use of music in advertising, film, TV, etc.—provided 2no / some income until
2011. Between 2007 and 2017 the income from performance rights 3doubled /
halved. There has been a 4 steady / slow rise in digital sales and today it is the
main income stream.
2 Look at Figure 1.1 again and complete the sentences.
1 In 2007, the total revenue generated from sales, performance rights, and
synchronization was $ billion.
2 In 2010, the industry generated $ billion from physical sales.
E

3 In 2014, the combined revenue generated by physical and digital sales was
$ billion.
PL

4 Between 2012 and 2017, revenue from digital sales increased by $


billion.
5 In 2017, physical sales generated $ billion less than they did a decade
earlier.
M

3 Work with a partner. Discuss the questions.


1 In terms of total revenue, physical sales, and digital sales, what general
trends are indicated in Figure 1.1?
SA

2 What factors may have caused these changes?

E Critical thinking
Work in a group. Discuss the questions.
1 What do you think are the main reasons for the increased popularity of
EE

streaming and online gaming?


2 What are some of the disadvantages of streaming services? How can these
affect performers?
FR

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M
Study skills Questioning numbers and statistics STUDY SKILLS

SA
Numbers may appear to be convincing, but they may not be as reliable
as they seem. When using any set of data, be objective and critical.
Consider:
• Do these data measure what they purport to measure?
• How were they collected? Might this have led to mistakes and
inaccuracies?

EE
• Who wanted them collected? Why?
• Are they representative? Or do they refer only to particular sets of
people or particular circumstances?

© Stella Cottrell (2013)

FR
1 Read the descriptions of three data sets. What weaknesses might there be
with each?
1 Data supporting the health benefits of the bacteria in yogurt. Research
commissioned by a large dairy company.
2 Data on employee motivation focusing on accountants in one firm in
America.
3 Survey data collected only on a smartphone app.
E
2 Read the descriptions of three more data sets and how students have
interpreted them. What are the weaknesses of each interpretation?
PL

1 A survey of Italian lawyers found that money was the greatest motivator at
work.

Money is clearly the greatest motivator and therefore all companies should
pay higher salaries.
M

2 A survey showing the health benefits of cereals. Sponsored by a large


cereal firm.
SA

The survey clearly shows the importance of eating a high-fiber diet for breakfast.

3 Research showing that farming methods of New Zealand lamb minimize


the carbon footprint.

Clearly it is better for the environment to import New Zealand lamb than to
EE

purchase local lamb.

3 Work with a partner. Discuss the questions.


1 Would you trust research commissioned by a company? Why / why not?
2 What would you want to know about the research methods before trusting
FR

the data?
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2 READING Gaming, society, and the individual

SA
A Vocabulary preview
1 Complete the questions with the words in the box.

aggression analytical awareness deficit

 ​
 ​
 ​
 ​
interaction isolation peers prolonged

 ​
 ​
 ​
EE
1 Do you think children who play video games are more likely to have better
social skills than their non-gaming ?
2 Do you agree that regular gaming increases levels of in
young people?
3 Does gaming have a positive or negative impact on social ?

FR
4 To what extent do you agree that periods of online
gaming could lead to health issues?
5 In what way might gaming improve cognitive and ability?
6 How might playing video games improve your spatial ?
7 What are the long-term health implications of a sleep
caused by gaming?
8 Is social an inevitable consequence of gaming?
2 Work with a partner. Discuss the questions in Exercise 1.
E

B Before you read


PL

Activating prior knowledge Work in a group. Discuss whether gaming has a largely positive or negative
impact on both individuals and society as a whole.

C Global reading
M

Identifying main ideas Read Gaming, society, and the individual. Match the main ideas (a–f) with
paragraphs (1–6).
SA

a Online multiplayer games may actually enhance social skills


b Research indicates both positive and negative effects on academic
performance
c The impact on physical and mental health is mixed
d Gaming has come to dominate our culture
EE

e The link between gaming and violence is unfounded


f Despite many positives, continued research is necessary
FR

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READING 2

SA
v

GAMING,

EE
SOCIETY,
AND THE INDIVIDUAL

1
Traditionally, gaming was solely the
pursuit of a hardcore minority, but the
FR
yet frankly there is considerable
evidence to the contrary. Przybylski
fact it is often impossible to
succeed in them without the
rise of mobile gaming over the past and Mishkin (2015) found that it is cooperation of others. Rather
E
five years has significantly expanded in fact the duration of game play, than being socially isolating,
this user base. While there remains a not the content of the game itself they may actually improve real-
dedicated core that plays anything up that is likely to have a detrimental world social skills—a notion
PL

to 40 hours a week—the equivalent to influence on behavior. Furthermore, that seems to be supported by


a full-time job—hundreds of millions according to Ferguson (2010), many the research. Kovess-Masfety
now play for a more leisurely half studies are purely observational and et al. (2016) found that children
an hour to an hour a day. From the use measures to evaluate aggression who frequently play video
early arcade games of the 70s and that do not correspond to real-world games are actually more likely
M

console wars of the 90s, to the current violence, and that it is consequently to have superior intellectual and
boom in massively multiplayer online impossible to demonstrate a cause- social skills than those who play
games (MMOG) and virtual reality, and-effect relationship. In this area no games at all. Furthermore,
gaming has become ingrained in at least, it seems there simply isn’t in a review of recent research,
SA

all aspects of modern society. While enough robust data to support Granic et al. (2014) concluded
gaming is often reputed to have a common wisdom. that gaming encourages
negative impact on child development both collaborative behavior
3
Another commonly held belief is that
and behavior, an emerging body of and social interaction. While
gaming leads to the social isolation of
research suggests we may have been gamers undoubtedly spend
our youth. It is largely perceived as an
a little quick to judge. less time socializing offline,
insular activity that has a profoundly
the perception that gaming is
2
Perhaps the most well publicized negative impact on the individual’s
EE

socially isolating, simply isn’t


concern is that gaming is causally ability to interact with their peers.
borne out by the research.
linked to increased levels of violent While a superficially attractive theory,
behavior, especially amongst it fails to consider the role and 4
However, one issue that is
children and adolescents. The general prominence of massively multiplayer a little less clear-cut is the
perception is that violent video online gaming (MMOG). These games, impact of gaming on academic
games incite real-world violence, by definition, require interaction; in performance.
FR

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2 READING

SA
A wealth of studies has identified a strong health (Kovess-Masfety et al. 2016) and,
correlation between excessive gaming and according to a study by the Max-Planck
poor performance on standardized testing. Institute (2013), may even help prevent
While no causal link has been clearly neurodegenerative diseases.
demonstrated, researchers attribute the
However, as the vast majority of games

EE
effect to sleep deficit and a propensity to
require little to no physical movement,
skip class. Gamers also tend to demonstrate
one might reasonably claim them to be a
higher levels of aggression to their peers,
contributory factor in childhood obesity.
and are generally more hostile towards
However, children also spend prolonged
teachers, neither of which correlate with
periods of time watching TV and using
good grades.
mobile devices, both of which contribute

FR
Yet perhaps somewhat counter-intuitively, to a more sedentary lifestyle. It would
gaming has been shown to be of benefit therefore be unjust to infer that gaming
to children with attention deficit disorder alone is the direct cause of obesity.
(ADD). Furthermore, Bavelier et al. (2014) 6
In conclusion, while there is research to
found that habitual action gamers are
suggest that gaming can have a negative
actually better analytical decision makers
impact on academic performance and
and can work faster and with a higher
our physical health, the commonly held
level of accuracy than their non-gaming
beliefs that video games lead to violent
counterparts—all of which are hugely
behavior and are socially isolating simply
beneficial in an academic environment.
aren’t borne out by the evidence. In fact,
E
5
Another key area for discussion is collaboration and, by extension, social
the impact of gaming on physical and interaction, are intrinsic parts of massively
mental development. Gamers have multiplayer online gaming. Furthermore,
PL

repeatedly demonstrated greater hand-eye gaming can enhance fine motor skills and
coordination, improved dexterity, and better may well prevent a range of mental health
spatial awareness than their non-gaming issues. However, as gaming continues to
counterparts—largely due to the sheer speed encroach on all aspects of society, one
at which they are expected to interpret thing remains clear—we must continue to
and react to visual stimulus. Furthermore, study its impact on all aspects of our lives.
M

gaming is arguably beneficial to mental


SA

REFERENCES:
Bavelier, D. et al. (2014) Action video game play facilitates the Kühn, S. et al. (2014) Playing Super Mario induces structural
development of better perceptual templates. Proceedings of the brain plasticity: gray matter changes resulting from training
national academy of sciences. 111(47) with a commercial video game. Molecular Psychiatry. 19(2),
Ferguson, C.J. (2010) Blazing Angels or Resident Evil? Can 265–271
Violent Video Games Be a Force for Good? Review of General Przybylski, A. K., & Mishkin, A. F. (2016) How the quantity
Psychology. 14(2), 68-81 and quality of electronic gaming relates to adolescents’
EE

Granic, I., Lobel, A. and Engels, R. C. M. E. (2013) The benefits of academic engagement and psychosocial adjustment.
playing video games. American Psychological Association. 69(1), Psychology of Popular Media Culture. 5(2), 145–156
66–78
Kovess-Masfety, V. et al. (2016) Is time spent playing video
games associated with mental health, cognitive and social skills
in young children? Soc Psychiatry Psychiatr Epidemiol. 51(3),
FR

249–357

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READING 2

SA
D Close reading
In order to properly evaluate an argument or claim, it’s important to Identifying stance and
distinguish the writer’s opinion from others presented in the text. Although distancing
writers often explicitly state their attitude toward something, they also use
a range of adverbs to indicate stance;

EE
Admittedly, it’s unclear whether there is a direct causal link between the two.
It is obviously too soon to assess the true impact of gaming on society.
Writers may also use adverbs in the middle of a clause to distance
themselves from what they’re saying;

FR
The researchers were apparently unable to determine the exact cause of the
phenomenon.

Read Gaming, society, and the individual again. Do the following statements agree
with the views of the writer? Write Y (Yes) if they agree, N (No) if they disagree, and
NG (Not Given) if it’s impossible to say what the writer thinks of this.
1 Research supports the commonly held belief that gaming incites violence.
2 On the surface, the notion that gaming leads to social isolation is
appealing.
E

3 Gamers almost certainly socialize less in the real-world than their peers.
4 Prohibiting mobile devices in the classroom would improve academic
PL

performance.
5 Gaming has an unexpectedly positive impact on behavioral disorders.
6 Non-gamers perform better in tests of agility and physical strength.
7 Arguing that gaming plays a role in childhood obesity is unjustified.
M

8 The general perception that games are too violent is unjustified.

E Critical thinking
SA

Work with a partner. Discuss the questions.


1 Based on the text, do you think the effects of gaming are mainly positive or
negative?
2 What else would you like to know about the studies mentioned in the reading?
How might this change your stance on question 1?
EE
FR

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VOCABULARY Vocabulary development

SA
Vocabulary for the description of data
1 Complete the definitions with the words and phrases in the box.

account for exceed flatten out negligibly overwhelming majority

 ​
 ​
 ​
 ​
 ​
significant proportion sizable vastly

 ​
 ​
EE
1 (v) to be greater than a given number or amount
2 (n) a powerfully large proportion of
3 (adv) of little importance or size
4 (adj) fairly large

FR
5 (phr v) to explain the cause of something
6 (phr v) to stop increasing and remain at the same level
7 (adv) to a great degree
8 (n) a noticeably large percentage of
2 Complete the description of the bar chart with words from Exercise 1.
Change the form if necessary.
WORLDWIDE MUSIC INDUSTRY REVENUES
2007–2017 (US$ BILLIONS)
0
20
E
1.1 0
1.3 1.1 0
2.4 1.3 0
1.4 0
0 0.2 0.3 0.4 0.4 0.5
15 3.3 1.4
3.9 1.5 1.6 1.7 2.6
1.9 2.3
PL

4.3
4.4
5.1
10 5.5
5.7
17.6 5.9 6.5
15.6
13.8
11.9 10.7
5 9.2 8.6 7.1 6.3 6.2 5.7

0
M

2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017
Total 20.0 19.1 18.4 17.2 16.4 15.1 15.5 14.6 14.3 14.8 15.3

Physical Digital Performance rights Synchronization


SA

IFPI. (2016). Global Music Report. Available at: www.ifpi.org/


downloads/GMR2016.pdf Accessed 15/05/2017

Physical sales 1 2
digital sales in 2007,
however, by 2014 they 3
less than half of all income from
music. Although income from synchronization has grown in recent years, as
a proportion it has grown 4 when compared to digital sales.
EE

Digital sales have been a 5 of all sales since approximately


2010 and now the 6 of income comes from digital sales.
Performance rights are another area of growth and formed a 7
section of all income, however, the growth appears to be 8 .
FR

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Academic words VOCABULARY

SA
1 Match the words in bold with the correct definitions.
1 attribute (v) a to be or form something
2 bulk (n) b the form that a film, program, or recording is
3 constitute (v) produced in; the way something is designed or
produced
4 format (n)

EE
c a part or share of a whole
5 infer (v)
d to say that something is the result of a particular
6 intrinsic (adj)
situation, event, or person’s actions
7 proportion (n)
e involving nothing except the person or thing
8 solely (adv)
mentioned

FR
f to form an opinion about something based on the
information available
g the largest part or majority of something
h the essential qualities or features of something or
someone
2 Complete the text with words from Exercise 1. Change the form if necessary.
Technology has become 1 to most aspects of society.
The 2
of the changes that have occurred over the last
E
20 years can largely be 3 to technological advancement.
While many of the changes have been positive, there are areas of concern
such as increased incidence of cybercrime which, in some countries
PL

4
approximately 40% of all crime committed—a disturbingly
large 5 of the total. From the available research, it seems
reasonable to 6
that this increase is, in part, due to the trend
toward digital 7 and the rise of streaming technology. In
fact, many adolescents surveyed stated that they obtained music/media
M

8
via illegal torrent sites.
3 Work with a partner. Discuss the questions.
SA

1 To what extent do you agree that the bulk of technological advancements


are positive?
2 In what ways has technology diminished our levels of privacy?
3 To what do you attribute increased levels of cybercrime?
EE
FR

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CRITICAL THINKING Critical thinking

SA
Evaluating supporting data: 1
Data can be a simple way to support a claim or argument. However, it’s
important to assess whether the writer has deliberately misrepresented
the data in order to strengthen the appearance of their argument. Some
common ways to do this are;

EE
● Using percentages to make small sample sizes sound more impressive
(e.g., 25% instead of 1 in 4)
● Omitting results that contradict the main argument
● Manipulating the presentation of a graph (e.g., presenting an axis

FR
ranging from 20–25, rather than 0–100).

1 Work in a group. Read the argument and supporting data. Then discuss the
questions.

Playing video games clearly leads to an increase in violence in children. In one


study those that played violent games for more than two hours per day showed
much higher levels of aggression toward peers and teachers. Therefore, it can
be said that there is a clear cause-and-effect relationship between violent game
time and violent behavior.
E

1 How large was the sample size? Why is it important to know this?
PL

2 How was the level of aggression measured? Why is it important to know


this?
3 What other information, such as the children’s background, might
influence our assessment of the data?
4 Do you agree with the writer that the data clearly indicates a cause-and-
M

effect relationship?
2 Work in pairs. Read the arguments 1–3 and assess whether the data offered
is sufficient.
SA

Figure 1.1
1 In a case study of five boys, two showed much higher levels of aggression
43%
after playing video games. It is clear that over 40% of all children become
42% more aggressive after playing video games.
41% 2 As evidenced in Figure 1.1, there has been a huge spike in the number of
violent crimes committed.
40%
EE

3 It was found that 30% of children failing at school play video games for in
0%
2016 2017 2018 excess of two hours per week. Clearly, academic performance is hindered
by video games.
FR

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Writing model WRITING

SA
You are going to learn about using inverted real and unreal conditionals, and
using data to support opinions. You are then going to use these to write a short
report about trends in the gaming industry.

A Analyze

EE
Look at the graph and add an introductory sentence to the model below.

Online gaming Emailing Social media Online newspapers


10

8
hours per week

FR
6

2014 2015 2016 2017 2018


year

B Model
Read the model and answer the questions.
E

In 2010 people spent vastly more time on email and it accounted for over
PL

50% of the time spent online. It continued to take the overwhelming majority
of people’s time, as approximately twice as many hours were spent on email
in comparison to all other activities until 2014. At this stage, a significant
proportion of time was spent using social media. The rise in the number of
hours spent on social media hours continued until 2016 when it flattened out
M

at marginally more time than the hours spent on email. Were this trend to
continue, technology would likely play an increasingly important social role.
Perhaps the most significant change is the vastly increased number of hours
SA

spent gaming online. Between 2016 and 2018 the number of hours spent
gaming roughly doubled to exceed ten hours per week. Proportionally
speaking, online gaming was also increasing, whereas reading online
newspapers only negligibly changed. Although the graph does not state this,
we could infer that this might be attributed to the increased bandwidth and
better wireless technology that gaming requires. Should technology continue
EE

to accelerate in this way, physical games may become obsolete.

1 Which sentences describe single factors and which ones combine factors?
2 Which verbs are used to describe change?
3 Which adverbs are used to describe the verbs?
FR

4 How does this graph compare to your own online use?


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M
GRAMMAR Grammar

SA
Inverted conditionals: real and unreal present
Conditional sentences can be made to sound more formal using the
following inverted constructions;
should + subject + base form
Should this trend continue, DVDs will become obsolete by the end of the

EE
decade.
Should consumers not choose to adopt mobile gaming, the industry may
collapse.
were + subject + to + base form

FR
Were it easier to access high-speed Internet connections, more consumers
would adopt Netflix.
Were companies not to adapt, they would risk losing out to competitors.

1 Invert the following sentences using the verbs in bold.


1 Companies may stop investing in e-books if sales continue to stagnate.
Should

2 Traditionally broadcasted TV may become a thing of the past if people
continue to stream content on mobile devices.
E

Should

3 Investors might well lose faith in the project if sales were to decline any
PL

further.
Were

4 If companies choose not to invest in mobile gaming, they may well see a
decline in revenue over the next decade.
M

Should

5 E-readers would undoubtedly be more popular among consumers if they
were easier to navigate.
SA

Were

6 If consumers don’t adopt early, the product might fail in its first year.
Were

2 Work with a partner. Make predictions about the following using inverted
conditionals.
EE

a DVD sales
b Online gaming
c Music streaming
FR

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Writing skill WRITING

SA
Data is often used to support an argument in academic writing. There are Using data to support
two main ways to do this; opinions
1 State the opinion first then justify it with supporting data.
2 Present the data first as a basis for the opinion that follows.
Use of email for personal correspondence has declined steadily since 2010,

EE
while social media has seen a rise to prominence. This strongly indicates that
social media has become the preferred method of communication.
Note that your choice of adverb shows the degree to which you believe in
the data.

FR
1 Work with a partner. Discuss what data sets might be used to support the
following arguments;
1 Social media has become the primary way to share photos.
2 The gaming industry is still primarily rooted in physical media.
3 Young people are no longer interested in physical media.
4 Mobile gaming is the main reason for the growth in female gamers.
2 Write sentences to support the following arguments using data from
E
the graph.
Age and media preference—% of Europeans ranking the three
PL

most important paid for media services


Ages 1–25 26–31 32–48 49–67 68+ Figure 1.2

90%
85%
75% 78%
70%
66%
M

55%
45%
40%
SA

5% Video
Pay TV streaming
55%

40% 40%
35%
28% 25%
20%
15%
10%
5% Music Newspapers
streaming (print + digital)
EE

1 Video streaming is far more popular among young people than pensioners.
2 Music marketing should be targeted squarely at adolescents.
3 Young people simply aren’t interested in newspapers.
4 Pay TV will become obsolete within the next decade.
FR

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M
WRITING Writing task

SA
You are going to write a short report in response to the following:
“The graph shows current and predicted trends in the gaming industry.
Summarize the information by selecting and reporting the main features,
and make comparisons where necessary.”

Brainstorm

EE
Look at the graph and make notes about the main trends.

10
Online multiplayer

FR
8 gaming
hours per week

Multiplayer
6 offline gaming

4 Mobile gaming

2 Solo console
gaming

2010 2011 2012 2013 2014 2015 2016 2017 2018


years

Plan
E

1 What are the main trends you will focus on?

2 What conclusions can be drawn about the data?


PL

3 What might happen if these trends persist?

Write
M

Use your plan to help your write your report. Write 250–350 words. Remember
to use inverted conditionals as appropriate and to use data to support your
opinions.
SA

Share
Exchange your report with a partner. Use the checklist on page 189 to help you
provide feedback to your partner.

Rewrite and edit


EE

Consider your partner’s comments and write your final draft. Think about:
● whether you summarized the most relevant features
● whether you used inverted conditionals appropriately
● whether you used data to support your opinions.
FR

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Review REVIEW

SA
Wordlist
Vocabulary preview
aggression (n) ** deficit (n) ** interaction (n) ** prolonged (adj)
analytical (adj) * dominate (v) ** isolation (n) ** sector (n) **
awareness (n) ** embrace (v) ** norm (n) ** staggering (adj)

EE
consumption (n) ** feasible (adj) * peer (n) ** subscription (n) *
Vocabulary development
account for (phr v) *** negligibly (adv) significant proportion vastly (adv)
exceed (v) ** overwhelming majority (phr)

FR
flatten out (phr v) (phr) sizable (adj)

Academic words
attribute (v) ** constitute (v) ** infer (v) * proportion (n) ***
bulk (n) ** format (n) ** intrinsic (adj) solely (adv) **

Academic words review


Complete the sentences using the correct form of the words in the box.
E

bulk constitute modify proportion resolve


 ​
 ​
 ​
 ​
PL

1 Adnan was extremely disappointed with his exam results, so he to


work harder in future.
2 The captain maneuvered the ship’s vast skillfully into the port.
3 Sales of e-books declined by 18.7% in the U.S. last year, and this a
M

downward trend as consumers switch to tablets and cell phones to download


digital books.
4 Crowdfunding has become increasingly common as a means to
SA

funding issues for business ventures.


5 A significant of the students at the college were dissatisfied with
their study programs.

Unit review
Reading 1 I can interpret visual data.
EE

Reading 2 I can identify perspective.


Study skill I can question numbers and statistics.
Vocabulary I can use phrases for change.
Grammar I can use inverted conditionals in the real and unreal present.
FR

Writing I can use data to support opinions.

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