thuhanguyen.ftuk56 4/16/2024 8:18:01 AM

        With the spread of the corona virus getting worse and worse, many of us must be thinking about how to socialise without having to go outside. While this situation is new to many of us, there are thousands of people who are constantly make lasting and meaningful connections from their homes, through the world of online gaming.

        Almost all video games today have their own gaming communities where players can socialise, and most gamers value these socialisation aspects of games very highly. They are among the main motivations for playing, particularly when it comes to games that have large numbers of players who interact and play with each other on the same big server, also known as “massively multiplayer online games”.

        Over the past three decades, gaming has become more and more social and many players have developed good friendships with the people they meet with online. One surprising fact is that among gamers, the gender gap is narrowing – 46% are female (average age 34 years) and 54% are male (average age 32 years). Another significant finding is that 63% of gamers play with others and that many players get social support from the gaming communities that they are in. In addition, other research has shown that there appears to be no difference in the friendships between gamers and non-gamers.

        Gaming often gets bad publicity because most media coverage tends to concentrate on the minority of gamers who play to such an extent that it compromises all other areas of their life (in other wors, those who suffer from “gaming disorders”). However, we have to remember that millions of gamers play every day and many do so for the many positives it brings. So, if you’re one of those people staying under lockdown, going online and connecting with hundreds and thousands of people in the gaming community might just be the perfect solution you’re looking for.

(Adapted from theconversation.com)

Question 36: Which of the following best serves as the title for the passage?

                A. Misconceptions That People Often Have About Online Gaming

                B. How Gaming Can Help You Socialise From Your Own Home 

                C. The Gender Difference In Many Online Multiplayer Games

                D. What Gamers Value The Most When They Play With Others

Question 37: Why does gaming often get bad publicity?                

                A. Because the media only focuses on those with gaming disorders. 

                B. Because research has proved that playing games is very harmful.

                C. Because few players actually play for the positives that it brings.

                D. Because most gamers’ life are negatively affected when playing.

Question 38: The word “They” in paragraph 2 refers to ___________.

                A. players              B. communities        C. games         D. aspects

Question 39 All of the following are mentioned in the passage as research findings related to online gaming EXCEPT __________.

                A. Many players receive social support from gaming communities.  

                B. The gender gap between online gamers is surprisingly narrow.

                C. Most players highly value the socialisation aspects of games.    

                D. The friendships between gamers and non-gamers seem similar.

Question 40: The word “compromises” in paragraph 4 is closest in meaning to __________.

                A. hinders           B. discredits         C. injures          D. contradicts

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