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LS4 Final - Authentic Listening

Quiz by Martin Cooke

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10 questions
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  • Q1
    According to the presenter, when did the video game Pong first become popular in the US?
    Around the year 2000
    The late 1970s
    The 1960s
    30s
  • Q2
    How do gaming companies used the data they collect?
    The data is used to generate advertisements
    To influence the playing and spending habits of gamers
    The data is included in their financial reports
    30s
  • Q3
    One of the young gamers interviewed for the podcast has friends in which countries?
    Canada and Argentina
    Germany and Japan
    Mexico and the United Kingdom
    30s
  • Q4
    Ramin Shokrizade, who works for Wargaming America, began his career in which field?
    Law
    Neuroscience
    Video game design
    30s
  • Q5
    What is not mentioned as something you might buy while playing a video game?
    A gun
    A spacecraft
    A cow
    30s
  • Q6
    What does “fun pain” refer to?
    Receiving electric shocks when playing video games
    Making someone feel frustrated and then offering a way out
    Completing a video game by killing as many bad guys as possible
    30s
  • Q7
    John Davison says that games like Candy Crush Saga and Puzzles and Dragons…
    are not worth downloading
    make millions of dollars every day
    are addictive and dangerous
    30s
  • Q8
    Which company was sued after enabling children to make purchases without their parents’ permission?
    Atari
    Apple
    Red Robot Labs
    30s
  • Q9
    For how much time did Michelle De Wolf allow her son to play video games?
    Five hours per day
    Half an hour per day
    Two hours per day
    30s
  • Q10
    How did Ms De Wolf’s son feel when she banned him from using video games?
    Frustrated
    Relieved
    Angry
    30s

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