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Answers of the comprehension text: Fortnite Innocence: Screentime Guilt

A. Answer the questions below in 1-4 sentences of your own. (5)


1. According to the author, why isn’t the game Fortnite necessarily dangerous for teens? (1)
2. In Paragraph 7, Spicer uses the expression “mindlessly”. Explain what he means by it. (1)
3. Identify two ways screen time damage be controlled. (1)
4. Explain how the lack of awareness among parents who sometimes end up buying games that are
age-inappropriate may cause problems. Give real-life examples. (2)

1. According to the author, Fortnite is a fair game that has transparent monetization and is not
exploitative unlike most games and it doesn't include inappropriate content. These characteristics
make Fortnite a safe game for teens as long as reasonable screen time restrictions are in place.

2. The author meant by the term "mindlessly" that kids scroll through Instagram reels and memes
without thinking, not taking into consideration if the content they are reading is valuable or if it is
just a waste of time, or even dangerous.

3. Parents can understand children's passion for playing Fortnite and allow a healthy environment for
the teen to play safely as a part of their lifestyle including interacting with the real world. In addition
to restricting the screen time so that the teams won't spend all their time playing Fortnite.

4. When parents buy an age-inappropriate game for their 12-year-old child, the child might see
unsuitable behavior. The child might not be mentally mature enough to know that the behaviors are
wrong. As a result, the child might copy the bad behavior leading to dangerous situations.
B-

1. Does the title suit the text? Justify your answer. (1)
2. Name one type of audience that might be interested in this selection and what their field of interest is.
(1.5)
3. How does the author achieve credibility? Name two means with one example each. (1.5)
4. Identify the tone used in paragraph 11 (1pt)
5. Identify the kind of figure of speech in the title and explain it. (1.5 pt.)

1) Yes, the title is suitable for the text where the title: Fortnite Innocence Screentime's Guilt suggests that
Fortnite or video games, in general, are not the problem, rather spending a lot of time on them creates one. The
text develops the same idea that Fortnite is a safe game for teens as long as screen time restrictions are in place.
Thus, the title is suitable for the text.

2) Parents are one type of audience that might be interested in reading this text. It can be informative to
parents by helping them understand that games are not problematic if parents know how to let children enjoy
playing while staying healthy, know what the characteristics of the game their child should be playing are, and
are aware of how other games might be toxic for the children and exploitative.

3) The author achieved credibility by relying heavily on various kinds of evidence. First, the author uses
real-life examples such as “the pyramids that he drew when he was 9” in paragraph 2. Second, the author also
uses specific names of games like “Minecraft, Pokémon” in paragraph 1.

4) The author's tone in paragraph 11 is positive and reassuring. First, he is positive he mentioned words
like "happily". Second, the author is reassuring when he reassures parents that they don’t “need to be overly
worried” “as long as restrictions are in place” and the author hopes parents are “aware” to protect teens from
getting harmed.

5) The title includes two personifications which are "Fortnite’s Innocence" and "Screentime’s Guilt". A
video game or screen time can't think to do good or evil things that make them guilty or innocent, unlike
humans. The author takes the qualities of innocence and guilt and gives them to Fortnite and Screentime to
show that Fortnite is not a problem, rather screen time is. The author uses this figurative expression to add color
to the text.

C-
1- veer
2- sinister
3- testament
4- enlighten

D-

1) "we" refers to the parents


2) "these" refers to loot boxes

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