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  9. Q10

ibps-so 2025 · Question 10 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 was the main recommendation made by the independent organisation after analyzing the impact of the game?

  1. AThe organisation suggested that the game should be modified to include educational content.
  2. BThe organisation recommended that the game should be banned due to its harmful effects on children and society.Correct
  3. CThe organisation advised parents to install stricter internet filters to monitor their children’s gaming habits.
  4. DThe organisation proposed that the game be used as a tool for team building and school collaboration.
  5. EThe organisation recommended offering rewards to children who limit their gaming time.

Answer: B. The organisation recommended that the game should be banned due to its harmful effects on children and society.

Explanation

The passage states: “The organisation recommended that the game should be banned in the country.” This was due to concerns over addiction, poor academics, and antisocial behavior. • This shows that the main recommendation was a ban on the game because of its harmful effects. Hence, option (b) is correct. • Option (a) is incorrect as there is no mention of adding educational content. • Option (c) is wrong since the organisation did not merely advise parents on filters—it directly targeted the game. • Option (d) is false because the game was not suggested for team building; in fact, it reduced real bonding. • Option (e) is irrelevant since rewarding children for limited use was never suggested. 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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