You are on page 1of 7

Kanan.

co

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
Kanan.co

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
Kanan.co

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.

Computer games for preschoolers reading 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.

Exploratory Research Project

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
Kanan.co

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.
Kanan.co

Computer games for preschoolers reading answers with


explanations

Computer games for preschoolers reading answers with explanation can assist
you in identifying the required information from the passage. You can use these
answers to evaluate your preparedness level.

(Note: The text in italics is from the reading passage and shows the location from
where the answer is taken or inferred. The text in the regular font explains the answer
in detail.)

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
Kanan.co

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: It is not mentioned in this passage hence, the answer is not given.

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.
Kanan.co

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 Fthat 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.

You might also like