|difficult||video game systems||man - boy||01:31|
Video game systems are popular among children and teenagers, but how do children obtain these systems: they receive them as gifts, they earn money and buy them, or they borrow the systems from a friend?
"be dying for something" = want something very much
"My daughter is dying to buy more video games, but she needs to save money for other things."
"sore/bad loser" = someone who acts or behaves badly when they lose a game
"I don't like playing him very much because he's always a sore loser when I beat him playing video games. He'll run off and be mad the whole day."
A. Listen to the recording and answer the questions.
Dad: A Game Boy? Those are too expensive.
ad: Okay, well allowance. So, how much money can you make a week with allowance? What did Mom tell you? Boy: She said that if, umm, you get your work done on time, you can get $1.25.
Dad: Okay, well, maybe you could come up with some odd jobs. What are a couple of things that you could do to earn some money, maybe around here, in the neighborhood?
Dad: What about opening up a lemonade stand?
Dad: Well, I think you have some ideas, so I guess if you save long, you'll be able to earn enough money to buy something you want. Sound good?
B. Listen to the conversation again as you read the Quiz Script.
Playing video games is growing in popularity, but finding the right game system at the right price can be challenging. Search the Internet and compare two different game systems in terms of price, availability, variety of games, and overall playing experience. Assume that the game system will be used by an entire family with younger users as well as adults. Make recommendations based on the information you find.
Online gaming is becoming very popular because it allows players to participate in online games from different parts of the world. Use the Internet to do a review of an online role-playing or simulation game. In your review, discuss the objectives of the game, the number of players that can join at any one time, the intended audience (children, teens, or adults), and any cost associated with playing it.