Directions : Read the following passage and answer the given questions. When…
2025
Directions : Read the following passage and answer the given questions.
When Company X introduced its online game, the market response was immediate and overwhelming. The very next year, the company earned huge profits and quickly gained users across the globe. Reports revealed that the game generated 50 million dollars worldwide, making it one of the most successful digital launches in recent years. This sudden success was seen as a major hit, granting Company X recognition and dominance in the industry.
Yet, beneath the shining surface of profits and popularity, a darker picture began to emerge. Parents started to raise concerns over the time children were spending on this game. Many young users became addicted, unable to manage their daily schedules, and their studies suffered significantly. Teachers noticed falling grades, a decline in participation, and a visible drop in discipline. At home, the situation worsened as children grew increasingly irritable, spending less time with family and showing signs of inappropriate behavior.
Roommates, on the other hand, reported that their relationships remained smooth only during gaming sessions. Once the console was turned off, interactions were minimal, and genuine conversations reduced. What was marketed as a tool for entertainment and bonding ironically created isolation and
dependency. Parents found themselves struggling to establish healthy routines for their children, often entering into conflicts that left family ties strained.
An independent organisation decided to investigate these growing concerns and carried out a large-scale survey. The data collected and the report submitted revealed an alarming trend. The impact of the game was largely negative, with cases of extreme dependency, reduced academic achievement, and antisocial tendencies being repeatedly recorded. What initially gave the company a toe hold in the international gaming market was now turning into a nationwide social concern.
The report strongly emphasized that while the company’s financial growth was undeniable, the cost to society was far greater. Addiction had begun to reshape the daily lives of thousands of children, disturbing family harmony and disrupting the overall learning environment. Based on the overwhelming findings, the organisation recommended that the game should be banned in the country. The conclusion was clear: no amount of profit could justify the erosion of discipline, values, and future prospects of the younger generation.
What was the main recommendation made by the independent organisation after analyzing the impact of the game?
- A.
The organisation suggested that the game should be modified to include educational content.
- B.
The organisation recommended that the game should be banned due to its harmful effects on children and society.
- C.
The organisation advised parents to install stricter internet filters to monitor their children’s gaming habits.
- D.
The organisation proposed that the game be used as a tool for team building and school collaboration.
- E.
The organisation recommended offering rewards to children who limit their gaming time.
Show answer & explanation
Correct answer: B
In reading-comprehension questions that ask for a specific fact, decision, or recommendation, the correct choice is the option that reproduces content the passage actually states, not a plausible action that merely fits the situation. General consequences described in the passage, such as falling grades, family strain, or reduced bonding, are supporting evidence, not the recommendation itself, which is typically stated as a single explicit conclusion near the end of the passage.
The passage closes its account of the organisation's survey with one explicit statement: the organisation recommended that the game should be banned in the country, citing addiction, poor academic performance, and antisocial behaviour as the basis for this recommendation. Matching this exact conclusion against the five options identifies the option that reproduces it.
Modifying the game to add educational content is not mentioned anywhere in the passage; the report evaluates harm, not content redesign.
Installing stricter parental filters describes a home-level response, not the organisation's own recommendation, which is directed at the game's availability rather than household supervision.
Using the game for team-building contradicts the passage, which describes it reducing genuine interaction between roommates rather than being repurposed for collaboration.
Rewarding children for limiting their own play time is never proposed; the passage moves directly from documenting harm to recommending removal, not moderation.
The organisation's stated recommendation therefore matches the option describing a ban on the game due to its harmful effects on children and society.