Loading question...
You are in free guest mode. Timed Practice Revision List Attempt History Progress Tracking Create a free account to unlock these tools
Prev Next
CELPIP Practice Reading: Reading for Viewpoints ID: #60295 Medium Two Meanings of Immersive

Read the following blog post from a website.

I have played video games for twenty-five years, and I still lose whole evenings to them, so you can guess which side I started on when our library in Saskatoon proposed a virtual reality room for teenagers. The plan is a small room at the downtown branch with four headsets, open after school three days a week. Before I share the arguments, though, I want to untangle one word that everyone keeps using. When gamers call a game “immersive,” we can mean two very different things. Sometimes we mean the world is so detailed that it feels real: the maps, the weather, the characters who remember what you did. Other times we simply mean we could not stop playing. Those are not the same, and this debate keeps mixing them up.

Soren Karlsson, the teen services librarian, argues that the room would draw in teenagers who never borrow anything. He says the headsets would come with games built around history and science, such as a walk through a rebuilt fur-trade post, and staff would run short guided sessions rather than open play. Mirela Milosevic, a child psychologist who spoke at the board meeting, warns that the second kind of immersion is the one many teenagers actually chase. “Some games are designed so that stopping feels like losing,” she said, and she wants every session capped at thirty minutes, with a break outside the room between turns.

Tobiah Enright, who has three children, says the library should not buy equipment that many families already struggle to limit at home, and he thinks the money would do more good paying for longer weekend hours. Devika Upadhyay, a grade eleven student on the city’s youth council, says the room would give teens a free, supervised place to try something most of them cannot afford. She points out that several popular games are based on novels, so a good game world can lead a player to the book. She will back the room only if teens get a say in which games it offers.

After the meeting, my own view is this. Milosevic is right that some games are built to be hard to put down, and I have lost more sleep to that kind than I would like to admit. But a well-made world is a different thing, and I think the library can offer one without the hooks. I support the room with her thirty-minute limit, and I will be at the microphone when the board meets again in November.

Using the drop-down menu (▾), choose the best option according to the information given on the website.

This blog post is mainly about 1.
.

Who most clearly suggests that some games are made to be hard to quit? 2.
.

Soren Karlsson’s position would most likely be supported by 3.
.

What outcome does Devika Upadhyay’s condition call for? 4.
.

The blogger explains the word “immersive” mainly to 5.
.

The following is a comment by a visitor to the website page. Complete the comment by choosing the best option to fill in each blank.

My fifteen-year-old already treats the downtown branch like a second living room, mostly for the free wifi and the warm chairs rather than the books. Soren Karlsson says the headsets would come with 6.
, and I am curious which titles will make the final cut. Tobiah Enright would rather spend the money on 7.
, which would suit my family just as well. The student on the youth council says that several popular games 8.
, which I honestly never knew until I read this post tonight. If the room is open 9.
, my son will be the first one in line. The blogger, who 10.
, sounds like the right kind of volunteer for that room.

With a free account: Retry and compare every attempt.
Saving...