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9.4 Extending skills


Answers


1. For instance, according to a Statista survey published online in January 2021, …


2. It’s like Rashid said at the beginning of the seminar when he pointed out that …


3. As Professor Taylor’s example showed in his lecture last week …


4. I completely agree with the points Kim, Nam and Kung (2022) made in their article …


53 Extract 1


I believe gaming addiction is a real problem for many young people. For instance, according to a Statista survey published online in January 2021, gamers in China spent over 12 hours per week playing video games. That’s a lot of time. Instead, they could have been exercising or having fun with their friends.


Extract 2


I think the economic aspects of this are important, but avoiding harm to young people is even more important. It’s like Rashid said at the beginning of the seminar when he pointed out that companies should limit the total amount of time that children spend playing games each day. I would go even further to say that we should include time out periods in games, when players have to stop for a certain period of time.


Extract 3


It seems quite clear that while people playing AR games like Pokémon GO are not just sitting in front of a screen all day, they can still be very addictive. As Professor Taylor’s example showed in his lecture last week about the policemen in California, even adults can be so interested in playing the game that they avoid doing things they should be doing.


Extract 4


In terms of first-person shooter games and gaming addiction, I completely agree with the points Kim, Nam and Kung (2022) made in their article ‘Adolescent internet gaming addiction and personality characteristics by game genre’. Their research showed that first-person shooter (FPS) game users have higher levels of neglect of everyday life compared to other genres because of the higher level of attention needed for these types of games. Their conclusions seem very logical to me.


D


Ask students to examine the three sources, and elicit what type of source each one is:


Source 1 website for parents giving advice on helping young people to avoid gaming addiction


Source 2 website/leaflet showing physical and psychological effects of excessive gaming


Source 3 website showing statistics on game playing in different countries, the most active gamers by age group and the different platforms they prefer to use


The aim of the exercise is twofold: to expand students’ understanding of gaming addiction and related aspects and to give them a chance to use the language they have encountered in Exercises B and C for referring to sources.


You could practise some relevant language first and leave it on the board for students to refer to. For example:


To quote Source 2, … According to Source 3, … As Source 3 shows, … I agree with Source 1 where it says: …


SKILLS BANK 9.3 Referring to other people’s ideas Students could also refer to Skills Bank 9.3.


Give students time to read the sources. Depending on the class, you may wish to let students discuss questions 1–3 straight away in pairs or small groups, or alternatively to first elicit some answers from the whole class.


The sources contain a lot of information and might lead to a number of discussions. Some interesting points to discuss in response to questions 1–3 might include:


• The issue of whether ‘gaming addiction’ is a real phenomena.


• The large number of people worldwide who play video games.


• The range of physical effects that can arise from excessive gaming. Students could link this to their earlier work on the different types of device players use.


Closure


Feed back on the discussions from Exercise D as a class. Encourage students to use the language from the activity and to give reasons and support for their points. They can use Sources 1, 2 and 3 for support or they can find additional sources for support.


189


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