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.
According to the passage, what role did roommates play in revealing the social effects of the game?
- A.
They actively tried to prevent gaming in their homes.
- B.
They became addicted and dropped out of college.
- C.
They used the game as a bonding tool but lacked real interaction otherwise.
- D.
They encouraged younger players to limit their screen time.
- E.
They often fought over gaming equipment, causing tension.
Show answer & explanation
Correct answer: C
Concept: In an ‘according to the passage’ reading-comprehension question, the correct option must restate something the passage explicitly says about the specific person or group named in the question -- not a detail that belongs to a different actor in the text, and not an inference the passage does not support.
Application: The question asks specifically about roommates. The passage states: "Roommates... reported that their relationships remained smooth only during gaming sessions. Once the console was turned off, interactions were minimal, and genuine conversations reduced." This tells us exactly two things about roommates -- they bonded with each other while playing, and once play stopped, real interaction between them dropped off sharply. That two-part description is a bonding tool during play, with real interaction dropping off once play stops.
Cross-check -- ruling out the other options by what the passage actually attributes to whom:
Preventing gaming in the home is never described as an action taken by anyone in the passage -- parents are shown only as worried and struggling with routines, not actively blocking play -- and this is not attributed to roommates either way.
The passage describes addiction and declining academic performance (falling grades, reduced participation, discipline problems) for children/young users in general; it never states anyone dropped out of college, and none of this is tied to roommates.
Restricting or monitoring screen time for younger players is not a role given to roommates anywhere in the passage; struggling to set routines is described as a parental action.
No dispute over gaming equipment involving roommates appears in the passage; the conflicts described are between parents and children over routines.
Result: Only the bonding-tool-during-play-with-interaction-dropping-off-otherwise description is drawn directly from the roommates-specific sentence in the passage, so that is the answer supported by the text.