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GENERAL ENGLISH · BREAKING NEWS · UPPER-INTERMEDIATE (B2-C1)

WORLD OF
WARCRAFT SHUTS
DOWN IN CHINA

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1 Warm up

Discuss the questions in pairs or small groups.

1. Have you ever played any online video games? If so, which ones?
2. Do you play World of Warcraft? If not, do you know anyone who does?
3. Why do you think online games are so popular?
4. Can you think of any positive things about playing online games?
5. What kinds of problems could online gaming cause?

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2 Listening for specific information


Listen to the report. Write down the items mentioned next to the things they relate to.

Glossary:

subscriber - a person who pays money, usually monthly or yearly, for an online service,
newspaper or magazine

server - a computer or computer program that controls or supplies information to several


computers connected in a network

video

a. →the number of months that were suggested as an extension to the service

b. →the number of years that World of Warcraft had been available for in China

c. →when World of Warcraft was first released

d. →the total number of subscribers that played World of Warcraft at its peak

e. →when World of Warcraft reached its peak, in terms of total subscriber


numbers

3 Listening for comprehension


Listen to the report again. Answer the questions true (T), false (F) or not given (NG).

1. World of Warcraft shut down on Tuesday because of a dispute between two companies.

2. According to American law, the game had to be released in China by a separate, local company.

3. The company that managed the game in China was making a large profit.

4. The game was also shut down once before in China, during 2009.

5. No other games were affected by the dispute.

6. Although popular with millions of gamers, the game has developed a reputation for being
addictive.

7. According to Blizzard China, players will be able to download their character data.

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4 Reading: general vocabulary

Part A: Match the words in bold with the correct definitions.

Group 1

1. Movie fans are growing tired of movie studios releasing endless franchises, instead of creating
new stories. (n)

2. The use of school uniforms has been widely debated. Some people think they’re a good idea,
while others are against them. (v)

3. My first impression of London was that it is a sprawling city that never seems to end. (adj.)

4. Her latest album is much anticipated, with fans planning to wait outside record shops the night
before. (adj.)

5. Although dozens of people turned up, the event was a failure. We were expecting thousands. (n)

6. While some people see the change from oil to green energy as a risky prospect, most of us agree
that it is a necessary step to take. (n)

7. We capitalized on the other team’s weaknesses – their defenders were all rather slow – and scored
several goals. (pv)

a. expected or looked forward to

b. spreading in an untidy way

c. a set of movies, video games, etc. in which the same characters appear in related stories

d. an idea or plan for something in the future

e. gain a further advantage for yourself from a situation

f. a lot of people or things

g. strongly argue about something

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Group 2

1. The fact that we were unable to speak the same language magnified our differences. (v)

2. The police took his dogs away after neighbors found out that they were being neglected. (v)

3. We finally conquered the mountain after a two-day climb. (v)

4. In some countries, traditional songs signify the beginning of a new year. (v)

5. The buzz around his new book surprised him, as he hadn’t written anything for years. (n)

6. Historical epics were particularly popular in the mid-20th century. (n)

7. Customers complained that the interface felt awkward to use. (n)

a. a long movie, book or video game that contains a lot of action, usually about a historical subject

b. be a sign of something

c. make something bigger, louder or stronger

d. the way a computer program presents information to a user, in particular the layout of the screen
and menus

e. excited discussion about something current

f. succeed in dealing with or controlling something

g. fail to take care of somebody/something

Part B: Complete the short text below with TEN words from the above exercise. You may need to
change the tense of the word or phrase.

I’ll always remember when my brother’s video game was released. Even though he was an independent
1
designer, there was a around the game. I don’t know how it happened, but someone
2
made a YouTube video about it and suddenly there were of people interested. That
3
number soon increased, as players recorded their own clips of their attempts to the
most difficult level in the game. Some posted comments wondering how one person could design
4 5
such a world and early reviews called the game an , highlighting the
6
easy-to-use and the beautiful graphics.
The week after the release, we got a call from the hospital. My brother wasn’t very well at all. He had
7
been working so hard on his game that he his health, and became very sick. The
8
game’s unexpected success only his stress, with players calling for it to be made into
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a . My parents hadn’t helped, encouraging him to on the sales by
starting a new company. In the end, my brother recovered but decided that he didn’t want to design
games anymore. Instead, he sold the rights to another developer, and he seems much happier now.

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Part C: Discuss these questions in pairs.

1. Are there any movies or video game franchises that you enjoy?
2. Can you think of something that was widely anticipated by fans, but ended up being a disappointment?
3. When playing a game or using computer software, is the user interface important to you?
4. Can you think of a movie that you would describe as an epic?
5. Why do you think that there is so much buzz around certain movies or games? Does this signify
a successful marketing campaign?
6. Is investing money in a company always a risky prospect? Why/why not?
7. Have you ever neglected your health because you were addicted to something?

5 Pre-reading task: reading for general understanding

Part A: You are going to read a text about the cultural impact of World of Warcraft. Scan the text
quickly and match the headings with the correct paragraphs. One heading cannot be matched to any
of the paragraphs in the text and should be marked ‘Not given’.

Not given Paragraph A Paragraph B Paragraph C Paragraph D Paragraph E

1. The secrets to success

2. Gaming in the age of virtual reality

3. Fading but still popular

4. An unexpected hit

5. Concerns begin to grow

6. Designed to be addictive

Part B: Look at the following sentence. In pairs, discuss the meaning of the underlined phrase. Individually,
write your own sentence using the phrase "by contrast."

Britain has a reputation for being cold and wet. By contrast, Spain is known for its sunny, dry
weather.

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The Game Changer


The cultural impact of World of Warcraft

A. When World of Warcraft appeared on shop shelves in late 2004, few could have predicted its effect on popular
culture. Although widely anticipated by fans of the franchise – three Warcraft games had been released previously
– the latest entry was a much riskier prospect. Developers, Blizzard had decided to switch from the real-time
strategy genre to online roleplaying games, known amongst fans as MMORPGs. Existing examples included
EverQuest, Ultima Online and Dark Age of Camelot, with player counts ranging from a few hundred thousand to
just over a million. By contrast, World of Warcraft would go on to reach 12 million subscribers, exceeding the
population of many European countries. How did an online game about orcs and humans become so popular?

B. The secret to the game’s appeal has been heavily debated, with dozens of imitators trying – and failing – to
capitalize on Warcraft’s success. Whether by design or accident, Blizzard hit upon a magic formula. Critics point to
the ease of access, with even the cheapest computers of the time able to handle the game’s cartoonish graphics.
A large online world and a user-friendly interface combined to draw players in, and a positive critical reception
followed, with the game growing rapidly over the next few years. Players seemed happy to pay a subscription fee
– the standard model in the world of MMORPGs at that point – and, after appearing in an episode of the animated
comedy South Park, Blizzard’s sprawling game became part of mainstream pop culture.

C. Familiarity, they say, breeds contempt, and stories began to surface of Warcraft players becoming addicted,
attacking family members or even dying of exhaustion after gaming sessions that stretched over days. EverQuest,
a forerunner to World of Warcraft, had suffered from similar accusations, but with the player base continuing to
grow, such concerns were magnified. Along with addiction, some were worried that MMORPGs could put a strain
on relationships or damage development. Many younger players relied on parents to pay their subscription fees.
Reports began to circle that older players were losing their jobs as they became lost in their online world, with
marriages breaking down and children being neglected.

D. Part of the problem is the way in which MMORPGs like World of Warcraft are designed. With a platform game such
as Super Mario or Sonic the Hedgehog, all players would control the same avatar, completing a series of challenges
in a particular virtual world in order to conquer the level. In roleplaying games, players often create their own
characters, resulting in a greater sense of attachment. The character’s appearance can often be modified, and
names may be chosen freely. Furthermore, rather than completing a level – a map or world – the aim is to "level up",
a process by which a character becomes gradually more powerful over time, unlocking new abilities or equipment.
MMORPGs perfected this concept, with the total number of levels a player could acquire varying from 40 to 100
or more. Once the character has reached the maximum level, they can begin to play the game.

E. World of Warcraft’s popularity peaked, perhaps, with the release of a movie adaptation in 2016. A fantasy epic,
the movie was a critical and commercial disaster, failing to capitalize on the buzz around the genre generated by
shows such as Game of Thrones. In China, however, the movie was wildly popular. The total player count had been
steadily declining worldwide, and by 2016 half of the game’s player base lived in China. Had World of Warcraft
found a new home? Chinese fans enjoyed a long – if briefly interrupted – journey in Warcraft’s fictional world,
with the decision to close servers on Tuesday hitting the community hard. An MMORPG is, after all, a giant, visual
chatroom, allowing people from various parts of the country or world to communicate, establish relationships and
adventure together. For better or for worse, World of Warcraft has impacted millions around the world, and if the
Chinese shutdown signifies the beginning of the end, then it is the end of an era.

Sources: BBC, The Guardian, Gamespot

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6 Reading comprehension

Read the article again. Complete the sentences with between ONE to THREE words from the article.

1. World of Warcraft was seen as a risky prospect, despite being anticipated by fans
of the existing franchise. (para. A)

2. With a player count of over 12 million, World of Warcraft had, at its peak, a higher
than many European countries. (para. A)

3. Blizzard’s may have been intentional or accidental. (para. B)

4. As well as conquering pop culture, World of Warcraft received a positive . (para. B)

5. Reports emerged of Warcraft players to the game. (para. C)

6. Within the adult player base, the game has been blamed for broken , job loss and
neglect of parental responsibilities. (para. C)

7. Unlike traditional examples, such as games like Sonic the Hedgehog, roleplaying
games involve players "leveling up". (para. D)

8. When your character levels up, he or she becomes more or gains access to new
abilities and equipment. (para. D)

9. The 2016 movieadaptation of the hit MMORPG was a disaster. (para. E)

10. Online roleplaying games can, perhaps, be described as visual chatrooms on a giant scale that
allow people from all over the world to with each other. (para. E)

7 Talking Point

In pairs or small groups, discuss the following questions.

1. Do you think that World of Warcraft has had a mostly positive or mostly negative impact on the
world?
2. Why do you think that some people become addicted to video games?
3. Are young people today less sociable than young people 50 years ago? Why/why not?
4. Why do you think World of Warcraft became so popular?
5. In general, do you like fantasy books, movies, games etc.?
6. Will people still play online games 100 years from now?
7. Do games distract people from real-world problems, or is it healthy to have a break from reality
from time to time?

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8 Extended activity/writing homework

Write an opinion essay on one of the topics below. Your essay should agree with or disagree with the
statement, and should be between 260 – 320 words.

1. Video games are a complete waste of time, and have added nothing to society.
2. Online gaming, in moderation, is good for your mental health and social development.

Alternative extended activity:

In two groups, debate the question below, with one group arguing FOR and the other AGAINST.
Your group should think of at least FIVE points to support your argument, and should also consider
responses to the other group’s position.

Parents shouldn’t allow children to spend more than five hours a week playing video games.

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Transcripts

2. Listening for specific information

Newsreader: World of Warcraft has gone offline in China, with millions of players forced to say
goodbye to their characters.

Newsreader: Servers closed at midnight on Tuesday, following a dispute between Activision Blizzard,
the Californian developer of the game, and NetEase – a Chinese company. A 6-month
extension was refused, according to Blizzard China.

Newsreader: Laws in China require games to be released through a local publisher. NetEase had,
reportedly, been offering Activision Blizzard games at a loss, and the two companies
were unable to come to an agreement.

Newsreader: World of Warcraft – an online roleplaying game in which players create a character
and explore a vast fantasy world – had been available in China for 14 years, although
the servers did shut down in the past.

Newsreader: Chinese players will also lose access to other popular Activision Blizzard games, such
as Overwatch, Diablo III and Starcraft.

Newsreader: World of Warcraft was released in 2004, reaching a peak of 12 million subscribers in
2010. The game holds a reputation for being addictive, with some users logging in for
over eight hours a day.

Newsreader: Players in China will be able to download their character data, according to Blizzard
China, who also called the shutdown a “temporary suspension.” For many Chinese
players, however, the game offered an online community that won’t be easy to replace.

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WORLD OF WARCRAFT SHUTS DOWN IN CHINA

Key

1. Warm up

5 mins.
Tell the students they will be listening to a report about World of Warcraft shutting down in China, and reading an
article offering the opinions of four people on the news story. The discussion activity is suitable for pairs or small
groups.

2. Listening for specific information

5 mins.
Individually or in pairs, ask students to listen to the report and match the items they hear mentioned with the
correct answer.

a. 6 b. 14 c. 2004 d. 12 million
e. 2010

3. Listening for comprehension

5 mins.
Students should answer the questions true, false or not given.

1. True. "Servers closed at midnight on Tuesday, following a dispute between Activision Blizzard, the Californian
developer of the game, and NetEase - a Chinese company."
2. False. "Laws in China require games to be released through a local publisher."
3. False. "NetEase had, reportedly, been offering Activision Blizzard games at a loss..."
4. Not given. Although we are told that the game shut down in the past, we aren’t given a specific time.
5. False. "Chinese players will also lose access to other popular Activision Blizzard games, such as Overwatch,
Diablo III and Starcraft."
6. True. "The game holds a reputation for being addictive, with some users logging in for over eight hours a day. "
7. True. "Players in China will be able to download their character data, according to Blizzard China..."

4. Reading: general vocabulary

10 mins.
Part A
Students should match the words in bold with the correct definitions. Ensure students know how to pronounce
target vocabulary. For Part B, students should read through the short dialogue and choose the most suitable word
for each space. Students may need to change the form of the word. For the discussion activity, students can
complete the task in pairs or groups.

Group 1

1. → c. 2. → g. 3. → b. 4. → a. 5. → f. 6. → d. 7. → e.

Group 2

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1. → c. 2. → g. 3. → f. 4. → b. 5. → e. 6. → a. 7. → d.

Part B

1. buzz 2. dozens 3. conquer 4. sprawling 5. epic


6. interface 7. neglected 8. magnified 9. franchise 10. capitalize

Part C
Ask students to discuss the questions in pairs or small groups.

5. Pre-reading task: reading for general understanding

10 mins.
Part A
Ask students to skim through the text quickly to match the headings to the correct paragraphs. You may want to
do this as a strictly-timed exercise. For the second part, students should work together to discuss the meaning of
the key phrase.
By contrast: a difference between two or more people or things that you can see clearly when they are compared

1. Paragraph B 2. Not given 3. Paragraph E


4. Paragraph A 5. Paragraph C 6. Paragraph D

Sources:
www.bbc.com/news/technology-63661528
www.theguardian.com/world/2023/jan/23/world-of-warcraft-offline-china-millions-gamers-bereft
www.gamespot.com/articles/chinese-wow-servers-shut-down-after-14-years-following-expiration-of-netease-agreement/1100
6510829/

6. Reading comprehension

10 mins.
Students should complete the task individually or in pairs. Students should read the article again, and complete
the sentences with between one to three words from the text itself.

1. widely 2. population
3. magic formula 4. critical reception
5. becoming addicted 6. marriages
7. platform 8. powerful over time
9. critical and commercial 10. communicate

7. Talking Point

10 mins.
Ask students to discuss the questions in pairs or small groups.

8. Extended activity/writing homework

At least 40 mins.

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For the first option, students should write an opinion essay on one of the topics below. Encourage students to
choose a side and address the topic from one position. Essays should be between 260 – 320 words. For the
second option, the class should be split into two groups. Before starting the activity, you may wish to explain the
debate process. Encourage each group to divide talking time equally.

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