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Computer games are safe, says inventor

1 One of the video games industry's most important figures has called for an end to the debate over whether
such games are harmful to children. Will Wright, the man behind the world's bestselling game, The Sims, said
he believes fears are symptoms of a generation gap.

2 "I think there's always been a generation gap between people who play games and people who don't," said
Wright, 47. He explained that negative things said about video games today were similar to comments made
about literature and the cinema in the past.

3 "If there's a school shooting, it's always a case of 'did they play games or not?'. You don't really hear about
what movies they watch or what books they read," he said. "But 50 years ago that's exactly what you heard.
They blamed social problems on anything that was at hand."

4 His comments came as the British government started a review into the effects of video games and the
internet on children. The investigation, headed by TV psychologist Tanya Byron, called for evidence from
parents and children.

5 "I really want young people to have their say about the internet and video games - what they love about
them, what they think the risks might be and their ideas for the future," said Byron.

6 Wright makes games with educational aspects that simulate the real world. A new version of Sim City,
which allows players to build and manage entire cities, will include models of climate change.

7 The Sims lets players build families and live virtual lives. This game and its sequels have sold more than
30m copies worldwide since 2000.

8 His next game, Spore, allows players to follow evolution and make new lifeforms. "I'm interested in how
gaming can get people more involved in the real world," he said. "I think the industry hasn't even begun to
realise its potential."

Original article by Bobbie Johnson. Rewritten by Janet Hardy-Gould

Computer games are safe, says inventor

1 One of the video games industry's most important figures has called for an end to the debate over whether
such games are harmful to children. Will Wright, the man behind the world's bestselling game, The Sims, said
he believes fears are symptoms of a generation gap.

2 "I think there's always been a generation gap between people who play games and people who don't," said
Wright, 47. He explained that negative things said about video games today were similar to comments made
about literature and the cinema in the past.

3 "If there's a school shooting, it's always a case of 'did they play games or not?'. You don't really hear about
what movies they watch or what books they read," he said. "But 50 years ago that's exactly what you heard.
They blamed social problems on anything that was at hand."

4 His comments came as the British government started a review into the effects of video games and the
internet on children. The investigation, headed by TV psychologist Tanya Byron, called for evidence from
parents and children.

5 "I really want young people to have their say about the internet and video games - what they love about
them, what they think the risks might be and their ideas for the future," said Byron.

6 Wright makes games with educational aspects that simulate the real world. A new version of Sim City,
which allows players to build and manage entire cities, will include models of climate change.

7 The Sims lets players build families and live virtual lives. This game and its sequels have sold more than
30m copies worldwide since 2000.

8 His next game, Spore, allows players to follow evolution and make new lifeforms. "I'm interested in how
gaming can get people more involved in the real world," he said. "I think the industry hasn't even begun to
realise its potential."

Original article by Bobbie Johnson. Rewritten by Janet Hardy-Gould


1 Write on the board "The Sims". Encourage the class to explain what it is to you. Elicit, and write up the key words: video game,
gaming, character, virtual life/world, simulate, simulation.

2 Write on the board the words: frequently, often, sometimes, occasionally, hardly ever, never. Put them along a line with frequently at
one end and never at the other. Ask: How often do you play video games like The Sims?

3 Tell students they are now going to read an article about Will Wright, the inventor of The Sims, and recent comments that he has
made. Write the following questions on the board.

1 Wright wants to ________ the debate over whether video games are harmful to children.
a start b stop c continue d encourage

2 The Sims is the world's ________ video game.


a most famous b most detailed c best loved d bestselling

3 In the past people blamed social problems on ________.


a books and films b songs and music c paintings and photographs d games and sport

4 ________ has started an investigation into the effects of video games on children.
a Will Wright b The games industry c The British government d The BBC

5 When people play the new version of Sim City they can explore ________.
a social problems b city violence c evolution d climate change

6 Wright thinks playing video games can involve people more in ________.
a the real world b the internet c science d politics

Answers: 1 b 2 d 3 a 4 c 5 d 6 a

4 Focus students back on paragraphs 4 and 5. Ask: What questions do you think Tanya Byron is going to ask young people? Elicit and
write up the following questions:
* What do you love about video games?

* What are the risks of video games?

* What is the future of video games?

Then put the students into groups to discuss these questions themselves. Each group nominates a secretary to make notes and report
their ideas to the class at the end.

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