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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.
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.
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 1-5
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
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
10. One area of research is how far mothers and fathers controlled children’s playing
after school.
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 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
2. parents
3. markets
4. siblings
5. experienced
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
7. simplicity
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: It is not mentioned in this passage hence, the answer is not given.
11. True
12. True
13. False