Question 1: What does the passage mainly discuss?
A Research about video game
B The development of video game
C How to do video game research
D Information about some research
Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research
Question 3: According to Nickelodeon’s game producers, game mechanics or design _______.
A were likely to be available for all family members regardless of age
B were unsuitable for preschoolers
C had characters that attracted the younger set
D were appropriate for youngsters
Question 4: The study carried out by Nickelodeon:
A Was based on children living in various parts of the world.
B Focused on the kinds of game content which interests preschoolers.
C Investigated the specific characteristics of the target market.
D Led to products which appealed mainly to the US consumers.
Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
B Both of those types of research are useful in designing better games
C Research in the video game market is done at the very end of the product cycle to get feedback from consumers
D Marketing strategy can be developed based on feedback from consumers
Question 6: Which of the following is NOT true, according to the passage?
A The type of research which manufacturers usually do is aimed at improving game design.
B Both old and young games consumers require research which is specifically targeted.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market
Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality
Question 8: Which is the best title for Reading Passage 3?
A An overview of video games software for the preschool market
B Researching and designing video games for preschool children
C The effects of video games on the behaviour of young children
D Assessing the impact of video games on educational achievement
A Research about video game
B The development of video game
C How to do video game research
D Information about some research
Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research
Question 3: According to Nickelodeon’s game producers, game mechanics or design _______.
A were likely to be available for all family members regardless of age
B were unsuitable for preschoolers
C had characters that attracted the younger set
D were appropriate for youngsters
Question 4: The study carried out by Nickelodeon:
A Was based on children living in various parts of the world.
B Focused on the kinds of game content which interests preschoolers.
C Investigated the specific characteristics of the target market.
D Led to products which appealed mainly to the US consumers.
Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
B Both of those types of research are useful in designing better games
C Research in the video game market is done at the very end of the product cycle to get feedback from consumers
D Marketing strategy can be developed based on feedback from consumers
Question 6: Which of the following is NOT true, according to the passage?
A The type of research which manufacturers usually do is aimed at improving game design.
B Both old and young games consumers require research which is specifically targeted.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market
Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality
Question 8: Which is the best title for Reading Passage 3?
A An overview of video games software for the preschool market
B Researching and designing video games for preschool children
C The effects of video games on the behaviour of young children
D Assessing the impact of video games on educational achievement