IELTS 7+ Cấp Tốc & Giao tiếp

Luyện IELTS band điểm cao từ 7.0


Reading Junior – Real Tests Vol 5 – Test 7

⏱ 20:00
A A

Warm-up: Vocabulary & Sentence Building

Hoàn thành từ vựng và câu trước khi bước vào nhiệm vụ bài đọc chính!

Exercise 1: Definition Matching
Match each vocabulary item (1–10) with its correct definition (A–J).
A. A company that makes products.
B. Computer programs that are copied or sold without permission.
C. A small electronic part that controls many of the operations inside a computer.
D. A large and powerful computer often used by organisations.
E. A game machine that can run different games or programs.
F. Pictures, images, and visual effects shown on a computer or game screen.
G. A change made to something so that it can be used in a different form.
H. A small object containing a game or program that can be put into a machine.
I. A situation in which different companies or people try to be more successful than each other.
J. Designed to work after a person puts a coin into the machine.
1. mainframe computer (n phr)
2. coin-operated (adj)
3. adaptation (n)
4. graphics (n)
5. manufacturer (n)
6. microprocessor (n)
7. programmable console (n phr)
8. cartridge (n)
9. illegal software (n phr)
10. competition (n)
Exercise 2: Sentence Completion
Complete the sentences below using the vocabulary phrases (1–10).
Vocabulary List:
1. attract public interest [v phr] – thu hút sự quan tâm của công chúng
2. take the industry by storm [v phr] – nhanh chóng trở nên cực kỳ thành công trong ngành
3. lose interest in something [v phr] – mất hứng thú với điều gì
4. sell in large numbers [v phr] – bán được với số lượng lớn
5. play games at home [v phr] – chơi trò chơi tại nhà
6. capture the market [v phr] – chiếm lĩnh thị trường
7. be flooded with something [v phr] – tràn ngập thứ gì
8. revive the market [v phr] – làm thị trường phát triển trở lại
9. dominate the market [v phr] – thống trị thị trường
10. master a game [v phr] – chơi thành thạo / làm chủ một trò chơi
A. For several years, one company may while its competitors remain small.
B. Modern consoles allow people to instead of visiting an arcade.
C. A company may introduce a new product to after a period of poor sales.
D. Some games are easy to learn but extremely difficult to completely.
E. A new game with colourful images can quickly among young players.
F. The internet can sometimes copied games and other illegal programs.
G. People may if a game becomes repetitive or boring.
H. A successful company may if most customers choose its products.
I. After its release, the new game became extremely popular and seemed to .
J. When a console becomes popular, its games may around the world.
Exercise 3: Rewriting Sentences
Dịch và viết lại các câu sau sang tiếng Anh hoàn chỉnh dựa vào cụm từ và gợi ý cho sẵn.
1. Nguồn gốc của trò chơi điện tử có thể được tìm về năm 1962. [trace something back to something]
2. Nhờ những tiến bộ công nghệ, việc chuyển trò chơi sang máy dùng tiền xu trở nên khả thi về mặt kinh tế. [become economically feasible]
3. Bushnell và nhóm của ông không thành công trong việc tạo ra phiên bản Spacewar dùng tiền xu. [fail to do something]
4. Pac-Man trở nên đặc biệt phổ biến với người chơi nữ. [become popular with somebody]
5. Những cải tiến công nghệ sau đó được áp dụng cho máy chơi game tại nhà. [apply something to something]
6. Người chơi cuối cùng có thể chơi các trò arcade yêu thích trong sự thoải mái tại nhà. [in the comfort of one's own home]
7. Atari đã chiếm khoảng 80% thị trường trò chơi điện tử tại nhà trên toàn thế giới. [capture a percentage of the market]
8. Đến cuối năm 1982, sự quan tâm của công chúng đối với trò chơi arcade bắt đầu giảm. [slow down]
9. Nintendo đã giới thiệu một máy chơi game mới và tiên tiến hơn vào năm 1986. [introduce a new console]
10. Một trò chơi thành công thường dễ hiểu nhưng rất khó để hoàn toàn thành thạo. [be difficult to master fully]

Video Games: From Simple Experiments to a Global Industry

Video games may seem impossible to completely defeat. No matter how high a player’s score becomes, the person usually gets tired or eventually makes a mistake. However, millions of people continue playing them. Modern electronic technology has allowed game designers to turn simple screens into exciting game worlds at a relatively low cost. From these simple beginnings, video games developed into a huge global business.

The history of video games can be traced back to 1962. A graduate student at MIT showed a science-fiction game called Spacewar, which was played on a large mainframe computer and screen. The game immediately became popular among computer enthusiasts. In 1968, another important development took place when engineers created a console that could connect to an ordinary television.

In the early 1970s, better technology made the adaptation of Spacewar into a coin-operated machine economically possible. An engineer named Bushnell and his team tried to build such a machine in a small bedroom workshop, but they failed. Instead, they created a simple tennis-style game called Pong. Pong quickly became extremely popular and was the first successful coin-operated video game.

Companies soon began selling Pong-style games for people to play at home. At first, customers were excited, but their interest did not continue for long. Prices fell, companies lost money, and many early manufacturers left the industry. Bushnell’s company, Atari, also experienced financial problems. The company was growing quickly but needed more money and better management. In 1976, Atari’s founders sold their part of the company.

At this time, some people thought video games were only a short-lived fashion. However, a Japanese company called Taito changed this idea when it introduced Space Invaders. Its colourful graphics looked very different from earlier black-and-white games, and it quickly attracted public attention. Many new games followed. One of the most important was Pac-Man, released in 1980. It was especially important because females also began to show interest in video games.

Technology continued to improve during the late 1970s and early 1980s. Faster microprocessors and larger computer memories allowed designers to create better sound and visual effects. These developments were also used in home video consoles. People could now play good versions of their favourite arcade games at home, so programmable consoles began to sell in large numbers.

This change greatly helped Atari. The company had not made a profit during its first three years, but by the end of 1979 it had become successful. Atari either created its own games or bought permission to produce popular arcade games for home use. Eventually, it controlled about 80 percent of the worldwide home video game market.

However, this success did not continue forever. By late 1982, public interest in arcade games had started to slow down. There were also fewer successful new arcade games that Atari could turn into home versions. At the same time, the market became flooded with illegal software. The software industry remained badly organised for several years. By the late 1980s, however, it had become more organised, in some ways similar to the book publishing industry.

The game console market also had serious problems until 1986. In that year, the Japanese company Nintendo introduced a more advanced and easier-to-use console. Nintendo carefully controlled the development and marketing of its games. As a result, it helped revive the video game market and later controlled up to 80 percent of it. There was little serious competition until the early 1990s.

Nintendo became extremely profitable. By the early 1990s, its yearly operating profits had reached more than $1 billion. By 1999, however, the market had changed again. Sales of video game hardware and software were led by PlayStation, and total sales reached around $7 billion, similar to the amount of money earned by US cinemas.

Video games have continued to change since then. Technology, machines, and game styles may be different, but successful games still share an important quality. They are usually simple enough for beginners to understand, but interesting and challenging enough that players may never fully master them.

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