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ibps-so 2025 · Question 1 of 271

Directions (1-10): Read the following passage and answer the given questions. When Company X introduced its online game, the market response was immediate and overwhelming. The very next year, the company earned huge profits and quickly gained users across the globe. Reports revealed that the game generated 50 million dollars worldwide, making it one of the most successful digital launches in recent years. This sudden success was seen as a major hit, granting Company X recognition and dominance in the industry. Yet, beneath the shining surface of profits and popularity, a darker picture began to emerge. Parents started to raise concerns over the time children were spending on this game. Many young users became addicted, unable to manage their daily schedules, and their studies suffered significantly. Teachers noticed falling grades, a decline in participation, and a visible drop in discipline. At home, the situation worsened as children grew increasingly irritable, spending less time with family and showing signs of inappropriate behavior. Roommates, on the other hand, reported that their relationships remained smooth only during gaming sessions. Once the console was turned off, interactions were minimal, and genuine conversations reduced. What was marketed as a tool for entertainment and bonding ironically created isolation and dependency. Parents found themselves struggling to establish healthy routines for their children, often entering into conflicts that left family ties strained. An independent organisation decided to investigate these growing concerns and carried out a large- scale survey. The data collected and the report submitted revealed an alarming trend. The impact of the game was largely negative, with cases of extreme dependency, reduced academic achievement, and antisocial tendencies being repeatedly recorded. What initially gave the company a toe hold in the international gaming market was now turning into a nationwide social concern. The report strongly emphasized that while the company’s financial growth was undeniable, the cost to society was far greater. Addiction had begun to reshape the daily lives of thousands of children, disturbing family harmony and disrupting the overall learning environment. Based on the overwhelming findings, the organisation recommended that the game should be banned in the country. The conclusion was clear: no amount of profit could justify the erosion of discipline, values, and future prospects of the younger generation. What is the primary irony highlighted by the author regarding Company X's online game?

  1. AThe company’s most profitable year was also its most controversial.
  2. BA game designed for entertainment and bonding ended up fostering addiction and isolation.Correct
  3. CThe company grew financially, but its user base started declining soon after.
  4. DParents initially appreciated the game but later demanded it be banned.
  5. EWhile profits surged, the company secretly planned to shut down the game.

Answer: B. A game designed for entertainment and bonding ended up fostering addiction and isolation.

Explanation

The irony is best captured in the statement: “What was marketed as a tool for entertainment and bonding ironically created isolation and dependency.” While the game was intended to promote bonding, it led to the opposite effect—social isolation and addiction. Option (b) directly reflects this contrast. • This highlights the central irony: instead of bringing joy and togetherness, the game fostered addiction, isolation, and strained relationships. • Option (a) is partially true because the profitable year was indeed controversial, but it doesn’t directly capture the irony of the situation. • Option (c) is incorrect since there is no mention of the user base declining; rather, it kept growing. • Option (d) is wrong because the passage does not mention that parents initially appreciated the game; concerns arose later. • Option (e) is irrelevant, as the company never planned to shut down the game. Thus, the correct answer is (b).

Source: IBPS SO Prelims Memory Based 2025 (held 30 Aug 2025, Shift 1) - BankersAdda · memory-based

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