Mở bài
Thể thao điện tử (e-sports) đã trở thành một hiện tượng toàn cầu với hàng triệu người hâm mộ và giải thưởng trị giá hàng chục triệu đô la. Chủ đề về sự trỗi dậy của e-sports và tác động của nó đối với giới trẻ đang ngày càng xuất hiện nhiều hơn trong các bài thi IELTS Reading, đặc biệt trong các passage về công nghệ, văn hóa đại chúng và xu hướng xã hội hiện đại.
Bài viết này cung cấp cho bạn một đề thi IELTS Reading hoàn chỉnh với 3 passages từ dễ đến khó, giúp bạn làm quen với nhiều dạng câu hỏi khác nhau. Bạn sẽ học được:
- Đề thi đầy đủ 3 passages (Easy → Medium → Hard) với tổng cộng 40 câu hỏi
- Các dạng câu hỏi đa dạng như True/False/Not Given, Multiple Choice, Matching, Summary Completion
- Đáp án chi tiết kèm giải thích vị trí thông tin và cách paraphrase
- Từ vựng quan trọng với phiên âm, nghĩa và cách sử dụng
- Kỹ thuật làm bài và chiến lược quản lý thời gian hiệu quả
Đề thi này phù hợp cho học viên từ band 5.0 trở lên, giúp bạn rèn luyện kỹ năng đọc hiểu và chuẩn bị tốt nhất cho kỳ thi IELTS thực tế.
1. Hướng Dẫn Làm Bài IELTS Reading
Tổng Quan Về IELTS Reading Test
IELTS Reading test bao gồm 3 passages với độ khó tăng dần và tổng cộng 40 câu hỏi. Bạn có 60 phút để hoàn thành toàn bộ bài thi, không có thời gian thêm để chép đáp án sang phiếu trả lời.
Phân bổ thời gian khuyến nghị:
- Passage 1 (Easy): 15-17 phút
- Passage 2 (Medium): 18-20 phút
- Passage 3 (Hard): 23-25 phút
Mỗi câu trả lời đúng được 1 điểm, và band score của bạn được tính dựa trên số câu đúng trong tổng số 40 câu.
Các Dạng Câu Hỏi Trong Đề Này
Đề thi mẫu này bao gồm 7 dạng câu hỏi phổ biến nhất trong IELTS Reading:
- True/False/Not Given – Xác định thông tin đúng, sai hoặc không được đề cập
- Multiple Choice – Chọn đáp án đúng từ các lựa chọn cho sẵn
- Matching Headings – Ghép tiêu đề phù hợp với các đoạn văn
- Matching Information – Xác định đoạn văn chứa thông tin cụ thể
- Sentence Completion – Hoàn thành câu với từ/cụm từ từ bài đọc
- Summary Completion – Điền từ vào đoạn tóm tắt
- Short-answer Questions – Trả lời câu hỏi ngắn
Học sinh đang luyện đề thi IELTS Reading về chủ đề thể thao điện tử với tài liệu và máy tính
2. IELTS Reading Practice Test
PASSAGE 1 – The Evolution of Electronic Sports
Độ khó: Easy (Band 5.0-6.5)
Thời gian đề xuất: 15-17 phút
Electronic sports, commonly known as e-sports, have transformed from a niche hobby into a global phenomenon that rivals traditional sports in terms of viewership and revenue. The journey of e-sports began in the early 1970s when university students gathered to compete in simple video games like Spacewar. However, it wasn’t until the late 1990s and early 2000s that competitive gaming started to gain serious attention with the rise of games such as StarCraft, Counter-Strike, and Warcraft.
The turning point for e-sports came with the widespread adoption of high-speed internet connections and the development of online gaming platforms. These technological advances allowed players from different parts of the world to compete against each other in real-time, creating a truly international competitive scene. South Korea was one of the first countries to embrace e-sports as a legitimate form of entertainment, establishing professional leagues and broadcasting matches on television as early as 2000.
Today, e-sports encompasses a wide variety of game genres, including first-person shooters (FPS), multiplayer online battle arenas (MOBAs), real-time strategy games, and sports simulations. Popular titles like League of Legends, Dota 2, Counter-Strike: Global Offensive, and Fortnite attract millions of players and spectators worldwide. Major tournaments now offer prize pools that can exceed $30 million, with the International Dota 2 Championship consistently breaking records for the largest prize money in competitive gaming.
The infrastructure supporting e-sports has grown exponentially. Professional teams have coaches, analysts, and support staff similar to traditional sports organizations. Players often live together in gaming houses where they practice for 8-12 hours daily, following strict training regimens. Many universities now offer scholarships for talented gamers, and some high schools have established e-sports programs as part of their extracurricular activities.
Streaming platforms like Twitch and YouTube Gaming have played a crucial role in e-sports’ growth. These platforms allow professional players and enthusiasts to broadcast their gameplay to millions of viewers, creating new forms of entertainment and revenue streams. Top streamers can earn substantial incomes through subscriptions, donations, and sponsorships. The accessibility of these platforms has democratized e-sports, allowing anyone with gaming skills and charisma to build an audience and potentially launch a professional career.
Corporate sponsorship has become increasingly important in the e-sports ecosystem. Major brands from both within and outside the gaming industry, including Intel, Coca-Cola, Mercedes-Benz, and Nike, have invested heavily in e-sports teams, tournaments, and individual players. This influx of capital has professionalized the industry and provided financial stability for players and organizations. Traditional sports franchises have also taken notice, with teams from the NBA, NFL, and European football leagues acquiring or creating their own e-sports divisions.
The audience demographics of e-sports are particularly attractive to advertisers and sponsors. The majority of e-sports fans are between 18 and 34 years old, tech-savvy, and have disposable income. This demographic is notoriously difficult to reach through traditional advertising channels, making e-sports an appealing platform for brands looking to connect with younger consumers. Furthermore, e-sports events create unique opportunities for immersive brand experiences both online and at live venues.
Despite its rapid growth, e-sports still faces challenges in achieving mainstream acceptance. Questions about whether e-sports should be considered “real” sports continue to spark debate. Critics argue that the lack of physical exertion disqualifies e-sports from being classified alongside traditional athletic competitions. However, proponents point to the mental demands, hand-eye coordination, and strategic thinking required at professional levels, which are comparable to those in chess or poker, both recognized as legitimate competitive activities.
The recognition of e-sports by established sporting bodies has been gradual but significant. The Asian Games included e-sports as a demonstration event in 2018 and as a medal event in 2022. Various countries have begun issuing athlete visas to professional gamers, acknowledging their status as legitimate competitors. Some regions have even discussed including e-sports in future Olympic Games, though this remains controversial and faces bureaucratic hurdles.
Questions 1-5
Do the following statements agree with the information given in the passage?
Write:
- TRUE if the statement agrees with the information
- FALSE if the statement contradicts the information
- NOT GIVEN if there is no information on this
- E-sports competitions first began in the 1970s at universities.
- South Korea was the first country to broadcast e-sports matches on national television.
- The International Dota 2 Championship always has the highest prize money in e-sports.
- All professional e-sports players live in gaming houses.
- Traditional sports teams have shown no interest in e-sports.
Questions 6-9
Complete the sentences below.
Choose NO MORE THAN THREE WORDS from the passage for each answer.
- High-speed internet and __ enabled players worldwide to compete against each other in real-time.
- Professional e-sports teams have similar organizational structures to __, including coaches and analysts.
- Top streamers earn money through subscriptions, donations, and __.
- E-sports fans are difficult to reach through __, making the industry attractive to brands.
Questions 10-13
Choose the correct letter, A, B, C, or D.
-
According to the passage, what was a turning point for e-sports?
A. The creation of professional leagues in South Korea
B. The development of high-speed internet and online platforms
C. The introduction of scholarship programs for gamers
D. Corporate sponsorship from major brands -
What argument do proponents use to defend e-sports as legitimate sports?
A. E-sports require significant physical exertion
B. E-sports generate more revenue than traditional sports
C. E-sports demand mental skills comparable to chess or poker
D. E-sports attract younger audiences than traditional sports -
How did streaming platforms contribute to e-sports growth?
A. By offering prize money for tournaments
B. By providing training facilities for players
C. By allowing anyone to broadcast gameplay and build audiences
D. By organizing international competitions -
What is mentioned as a challenge for e-sports?
A. Lack of corporate sponsorship
B. Declining viewership numbers
C. Achieving mainstream acceptance as “real” sports
D. Limited prize money compared to traditional sports
PASSAGE 2 – The Impact of E-sports on Youth Development
Độ khó: Medium (Band 6.0-7.5)
Thời gian đề xuất: 18-20 phút
The rapid ascent of e-sports has sparked considerable debate among educators, psychologists, and parents regarding its effects on young people. While critics express concerns about excessive screen time, social isolation, and potential addiction, a growing body of research suggests that structured e-sports participation can offer significant developmental benefits when properly managed. Understanding these nuanced impacts is essential for maximizing positive outcomes while mitigating potential risks.
Cognitive benefits associated with competitive gaming have been extensively documented. Studies conducted by researchers at the University of Rochester found that action video game players demonstrated enhanced visual attention, improved spatial reasoning, and faster decision-making capabilities compared to non-players. These cognitive improvements are particularly pronounced in games requiring rapid information processing and strategic planning. Neuroscientific research has revealed that regular engagement with complex games can lead to neuroplastic changes in brain regions associated with attention, multitasking, and problem-solving. Dr. Daphne Bavelier, a neuroscientist specializing in brain plasticity, suggests that the intense focus required in competitive gaming acts as a form of cognitive training that can transfer to other domains of learning and performance.
The collaborative nature of many popular e-sports titles has challenged traditional concerns about gaming leading to social isolation. Modern e-sports typically require team coordination, communication, and shared strategic planning. Players in team-based games like League of Legends or Overwatch must develop interpersonal skills, learn to accept constructive criticism, and work toward collective goals. Research published in the journal Computers in Human Behavior found that online gaming communities can provide meaningful social connections and support networks, particularly for young people who may struggle with face-to-face interactions. The structured environment of organized e-sports programs can teach valuable social competencies including leadership, conflict resolution, and emotional regulation under pressure.
Educational institutions are increasingly recognizing the pedagogical potential of e-sports. High schools and universities implementing e-sports programs report improved student engagement, particularly among individuals who may not be drawn to traditional extracurricular activities. These programs often incorporate academic components focusing on game design, programming, digital marketing, and event management. Schools such as the University of California, Irvine, which launched one of the first collegiate e-sports programs, have found that participating students maintain comparable or higher GPAs than their non-gaming peers, challenging stereotypes about gamers as academically disengaged.
Career pathways within the e-sports industry extend far beyond professional playing. The ecosystem supports diverse roles including shoutcasters (commentators), analysts, coaches, content creators, graphic designers, event organizers, and business managers. This occupational diversity provides aspirational goals for young people interested in the field while teaching them about the multifaceted nature of industry careers. Educational e-sports programs increasingly emphasize transferable skills such as data analysis, strategic thinking, and public speaking, which have applications across numerous professional domains.
However, the potential for problematic gaming behavior remains a legitimate concern. The World Health Organization’s inclusion of “gaming disorder” in its International Classification of Diseases acknowledges that a minority of individuals develop dysfunctional relationships with gaming. Warning signs include persistent neglect of other activities and responsibilities, continued gaming despite negative consequences, and loss of control over gaming habits. Research indicates that approximately 2-3% of gamers may meet criteria for gaming disorder, though these statistics are debated within the scientific community.
The monetization strategies employed in many modern games raise additional concerns. Loot boxes, microtransactions, and other in-game purchases introduce elements similar to gambling mechanics, which may be particularly problematic for young people with developing impulse control. Some countries, including Belgium and the Netherlands, have classified certain loot box systems as forms of gambling and restricted their use. Parents and educators need awareness of these mechanisms to help young people develop healthy spending habits and critical perspectives on game monetization.
Physical health implications of extended gaming sessions warrant attention. Sedentary behavior associated with prolonged gaming contributes to concerns about childhood obesity, musculoskeletal problems, and disrupted sleep patterns. Professional e-sports organizations are increasingly addressing these issues by incorporating physical fitness programs, ergonomic training, and nutritional guidance into player development. The Recognition that physical health supports cognitive performance has led top teams to employ physiotherapists and sports psychologists to optimize player wellbeing.
Establishing healthy e-sports participation requires what researchers term a “balanced approach.” This includes setting reasonable time limits, ensuring gaming doesn’t interfere with academic responsibilities or social relationships, encouraging physical activity, and maintaining open communication about online experiences. Parental involvement correlates strongly with positive outcomes, though this engagement should focus on understanding rather than simply restricting gaming. Educational programs teaching digital citizenship, online safety, and critical media literacy help young people navigate the e-sports landscape responsibly.
The emergence of structured, supervised e-sports programs in educational settings offers a potential model for maximizing benefits while providing oversight. These programs typically include mentorship, academic eligibility requirements, and emphasis on sportsmanship and ethical conduct. Early research on scholastic e-sports programs suggests they can serve as vehicles for teaching valuable life skills while providing inclusive competitive opportunities for students who might not excel in traditional athletics.
Questions 14-18
Choose the correct heading for each paragraph from the list of headings below.
Write the correct number, i-xi, in boxes 14-18.
List of Headings:
i. Physical health concerns and solutions
ii. Cognitive advantages of competitive gaming
iii. Career opportunities beyond professional playing
iv. The debate surrounding gaming disorder
v. Monetization issues in modern games
vi. Social skills development through team gaming
vii. Strategies for healthy e-sports participation
viii. E-sports programs in educational settings
ix. The future of e-sports in Olympics
x. Government regulations on e-sports
xi. Financial rewards for professional players
- Paragraph 2 (starting with “Cognitive benefits associated…”)
- Paragraph 3 (starting with “The collaborative nature…”)
- Paragraph 5 (starting with “Career pathways within…”)
- Paragraph 7 (starting with “The monetization strategies…”)
- Paragraph 8 (starting with “Physical health implications…”)
Questions 19-23
Complete the summary below.
Choose NO MORE THAN TWO WORDS from the passage for each answer.
Research has shown that e-sports participation can provide various benefits for young people. Players of action video games demonstrate improved (19) __ and faster decision-making abilities. The team-based nature of many games helps develop (20) __ such as communication and collaboration. Educational institutions have found that e-sports programs improve (21) __, especially among students not interested in traditional activities. However, concerns exist about gaming disorder, which affects approximately (22) __ of gamers. Experts recommend a (23) __ that includes time limits and parental involvement to ensure healthy participation.
Questions 24-26
Do the following statements agree with the information given in the passage?
Write:
- YES if the statement agrees with the claims of the writer
- NO if the statement contradicts the claims of the writer
- NOT GIVEN if it is impossible to say what the writer thinks about this
- Dr. Daphne Bavelier believes that competitive gaming serves as a form of cognitive training.
- All universities that offer e-sports programs have seen improved academic performance among participants.
- Belgium and the Netherlands have completely banned video games containing loot boxes.
PASSAGE 3 – The Socioeconomic Transformation and Cultural Implications of E-sports
Độ khó: Hard (Band 7.0-9.0)
Thời gian đề xuất: 23-25 phút
The meteoric rise of e-sports represents more than merely a shift in entertainment preferences; it embodies a fundamental reconfiguration of cultural values, economic structures, and social hierarchies within contemporary society. This phenomenon reflects broader transformations in how digital natives construct identity, form communities, and conceptualize achievement in an increasingly virtualized world. Scholarly analysis of e-sports must therefore extend beyond surface-level observations of its popularity to examine the underlying sociocultural dynamics that both drive and are shaped by this emergent form of competitive digital culture.
From a sociological perspective, e-sports exemplifies what theorist Pierre Bourdieu termed “cultural capital“—the accumulation of knowledge, skills, and cultural competencies that confer social status and advantage. Within e-sports communities, proficiency in games constitutes a form of specialized capital that operates according to distinct hierarchical principles. This alternative status hierarchy challenges traditional notions of achievement based primarily on physical prowess, academic credentials, or economic wealth. The valorization of gaming expertise creates spaces where individuals who might occupy marginal positions in conventional status structures can achieve recognition, prestige, and material rewards. This democratizing potential represents a significant departure from gatekept traditional sports, where physiological attributes and early access to expensive training facilities often determine competitive viability.
The economic architecture of e-sports demonstrates characteristics of what economists describe as a “platform economy”—a system where value creation occurs through digital infrastructures that facilitate interactions between multiple stakeholder groups. Games publishers, tournament organizers, streaming platforms, content creators, sponsors, and audiences participate in complex value networks where traditional boundaries between producers and consumers become increasingly porous. This economic model generates what media scholars term “participatory culture,” wherein audiences don’t merely consume content passively but actively contribute to its production, distribution, and valuation through viewership, social media engagement, and community building.
The financial sustainability of professional e-sports careers remains precarious for all but the most elite competitors. While headline-grabbing prize pools and lucrative sponsorship deals create perceptions of widespread opportunity, the income distribution within e-sports follows a power-law pattern characteristic of “winner-takes-all” markets. Research by economists studying e-sports earnings reveals that the top 1% of players capture a disproportionate share of total prize money, while the vast majority of aspiring professionals struggle to achieve financial viability. This inequality mirrors patterns observed in other creative and performance industries where superstar effects concentrate rewards among a small elite while leaving a long tail of participants with minimal earnings.
The temporal demands and career brevity in professional e-sports raise significant concerns about long-term life outcomes for young people pursuing this pathway. Professional gaming careers typically peak in players’ early-to-mid twenties due to declining reaction times and the emergence of younger competitors. Unlike traditional sports, where well-established transition programs help athletes leverage their sporting success into post-competition careers, e-sports currently lacks robust infrastructure for supporting players after retirement. The narrow window of peak performance, combined with the intensive practice requirements that often preclude educational advancement or development of alternative skills, creates vulnerability for players who don’t successfully transition into other roles within the industry.
Gender dynamics within e-sports reflect and amplify broader patterns of inequality and exclusion in gaming culture and technology sectors. Despite women comprising approximately 45% of gamers globally, they remain severely underrepresented in competitive e-sports, particularly in popular titles with the largest audiences and prize pools. This disparity stems from multiple reinforcing factors including hostile online environments, stereotype threat, limited visibility of female role models, and structural barriers in team recruitment and sponsorship. Research published in New Media & Society found that female players in online competitive games experience significantly higher rates of harassment, verbal abuse, and questioning of competence compared to male counterparts, creating hostile climates that deter participation and progression.
The emergence of separate women’s leagues and tournaments represents an ambivalent development. While these initiatives provide competitive opportunities and safe spaces for female players, they simultaneously reinforce gender segregation and the implicit assumption that women cannot compete effectively in mixed-gender competition. Unlike physical sports where biological differences provide prima facie justification for gender-separated competition, e-sports’ primarily cognitive and perceptual demands offer no comparable rationale. This paradox highlights how social and cultural factors rather than inherent capability differences drive gender disparities in competitive gaming.
Regulatory frameworks governing e-sports remain fragmented and inconsistent across jurisdictions, creating challenges for an inherently transnational activity. Questions regarding player contracts, intellectual property rights, labor protections, and dispute resolution mechanisms lack standardized approaches. The relationship between games publishers who own the underlying intellectual property and the professional scenes that develop around their games creates asymmetric power dynamics. Publishers can unilaterally alter game mechanics, modify competitive formats, or even withdraw support from competitive scenes, creating instability for players and organizations who have invested in developing expertise in specific titles.
The geopolitical dimensions of e-sports merit scholarly attention as nations increasingly recognize its soft power potential. Government investment in e-sports infrastructure varies dramatically, with East Asian nations, particularly South Korea and China, establishing themselves as dominant forces through strategic support for industry development. This support includes dedicated training facilities, regulatory frameworks recognizing professional gamers, and integration of e-sports into national sports programs. Western nations have been comparatively slower to develop coordinated approaches, potentially ceding competitive advantages in an industry with significant economic and cultural influence.
Cross-cultural variations in how e-sports is conceptualized and valued reflect deeper cultural differences regarding technology, competition, and youth culture. In nations where e-sports receives institutional recognition and support, it tends to be framed as a legitimate career pathway and source of national pride. Conversely, in contexts where e-sports remains culturally marginalized, young people pursuing competitive gaming often face familial opposition, social stigma, and lack of structural support. These cultural frameworks significantly influence both participation rates and the development of local e-sports ecosystems.
Looking forward, the trajectory of e-sports will likely be shaped by technological innovations including virtual reality, artificial intelligence, and blockchain technologies, each presenting opportunities and challenges. Virtual reality could transform the physicality of competitive gaming, potentially addressing critiques about sedentary nature. AI-powered training systems and performance analytics may revolutionize player development while raising questions about competitive fairness and the role of human agency. Blockchain and NFT integration could restructure economic models around digital asset ownership, though such developments also introduce speculative dynamics that may prove destabilizing.
Giải đấu thể thao điện tử chuyên nghiệp với khán giả đông đảo và màn hình lớn
Questions 27-31
Choose the correct letter, A, B, C, or D.
-
According to the passage, cultural capital in e-sports communities is primarily based on:
A. Economic wealth and resources
B. Physical strength and athleticism
C. Gaming proficiency and specialized knowledge
D. Academic qualifications and credentials -
The income distribution in professional e-sports is characterized as:
A. Equally distributed among all participants
B. Following a power-law pattern with top players earning disproportionately
C. Providing stable income for the majority of players
D. Being more equitable than traditional sports -
What does the author suggest about gender-separated e-sports tournaments?
A. They are entirely beneficial for female players
B. They are necessary due to biological differences
C. They create opportunities but reinforce gender segregation
D. They have successfully achieved gender equality -
The relationship between game publishers and professional e-sports scenes is described as:
A. Collaborative and mutually beneficial
B. Characterized by asymmetric power dynamics
C. Regulated by international standards
D. Favorable to professional players -
According to the passage, South Korea and China’s dominance in e-sports results from:
A. Natural talent of their populations
B. Larger gaming audiences
C. Strategic government support and infrastructure
D. Superior gaming technology
Questions 32-36
Complete each sentence with the correct ending, A-H, below.
Write the correct letter, A-H.
- Pierre Bourdieu’s concept of cultural capital
- The platform economy model in e-sports
- Career brevity in professional gaming
- Female gamers in competitive online games
- Virtual reality technology in e-sports
A. creates vulnerability for players without alternative career options.
B. experience significantly higher rates of harassment than male players.
C. has completely eliminated gender disparities in participation.
D. explains how gaming expertise confers social status and recognition.
E. provides unlimited earning potential for all participants.
F. creates value through digital infrastructures connecting multiple stakeholders.
G. could potentially address criticisms about sedentary gameplay.
H. has been successfully implemented across all competitive games.
Questions 37-40
Do the following statements agree with the claims of the writer in the passage?
Write:
- YES if the statement agrees with the claims of the writer
- NO if the statement contradicts the claims of the writer
- NOT GIVEN if it is impossible to say what the writer thinks about this
-
E-sports provides more democratized access to achievement compared to traditional sports that require expensive training facilities.
-
The majority of professional e-sports players successfully transition to other careers within the industry after retirement.
-
Women comprise approximately 45% of gamers globally but remain underrepresented in competitive e-sports.
-
Blockchain technology will definitely solve all economic problems in the e-sports industry.
3. Answer Keys – Đáp Án
PASSAGE 1: Questions 1-13
- TRUE
- NOT GIVEN
- FALSE
- FALSE
- FALSE
- online gaming platforms
- traditional sports organizations
- sponsorships
- traditional advertising channels
- B
- C
- C
- C
PASSAGE 2: Questions 14-26
- ii
- vi
- iii
- v
- i
- visual attention / spatial reasoning
- interpersonal skills
- student engagement
- 2-3%
- balanced approach
- YES
- NOT GIVEN
- NO
PASSAGE 3: Questions 27-40
- C
- B
- C
- B
- C
- D
- F
- A
- B
- G
- YES
- NO
- YES
- NOT GIVEN
4. Giải Thích Đáp Án Chi Tiết
Passage 1 – Giải Thích
Câu 1: TRUE
- Dạng câu hỏi: True/False/Not Given
- Từ khóa: e-sports competitions, first began, 1970s, universities
- Vị trí trong bài: Đoạn 1, dòng 3-4
- Giải thích: Bài đọc nói rõ “The journey of e-sports began in the early 1970s when university students gathered to compete in simple video games” – điều này hoàn toàn khớp với thông tin trong câu hỏi.
Câu 2: NOT GIVEN
- Dạng câu hỏi: True/False/Not Given
- Từ khóa: South Korea, first country, broadcast, national television
- Vị trí trong bài: Đoạn 2
- Giải thích: Bài đọc chỉ nói South Korea là “one of the first countries” và “broadcasting matches on television as early as 2000” nhưng không khẳng định đây là quốc gia đầu tiên.
Câu 3: FALSE
- Dạng câu hỏi: True/False/Not Given
- Từ khóa: International Dota 2 Championship, always, highest prize money
- Vị trí trong bài: Đoạn 3, dòng 4-5
- Giải thích: Bài viết nói giải đấu này “consistently breaking records” nhưng không nói nó “always” có giải thưởng cao nhất. Từ “consistently” khác với “always”.
Câu 4: FALSE
- Dạng câu hỏi: True/False/Not Given
- Từ khóa: all professional players, live, gaming houses
- Vị trí trong bài: Đoạn 4
- Giải thích: Bài đọc nói “Players often live together” – từ “often” cho thấy không phải tất cả đều sống trong gaming houses.
Câu 10: B
- Dạng câu hỏi: Multiple Choice
- Từ khóa: turning point for e-sports
- Vị trí trong bài: Đoạn 2, câu đầu
- Giải thích: “The turning point for e-sports came with the widespread adoption of high-speed internet connections and the development of online gaming platforms” – đáp án B paraphrase chính xác thông tin này.
Câu 13: C
- Dạng câu hỏi: Multiple Choice
- Từ khóa: challenge for e-sports
- Vị trí trong bài: Đoạn 8
- Giải thích: Đoạn văn nói rõ “e-sports still faces challenges in achieving mainstream acceptance” và “Questions about whether e-sports should be considered ‘real’ sports continue to spark debate.”
Passage 2 – Giải Thích
Câu 14: ii (Cognitive advantages of competitive gaming)
- Dạng câu hỏi: Matching Headings
- Vị trí trong bài: Đoạn 2
- Giải thích: Toàn bộ đoạn văn tập trung vào “cognitive benefits”, “enhanced visual attention”, “improved spatial reasoning”, “cognitive training” – tất cả đều liên quan đến lợi ích nhận thức.
Câu 15: vi (Social skills development through team gaming)
- Dạng câu hỏi: Matching Headings
- Vị trí trong bài: Đoạn 3
- Giải thích: Đoạn văn thảo luận về “collaborative nature”, “team coordination”, “interpersonal skills”, “social competencies” – tập trung vào kỹ năng xã hội phát triển qua chơi game nhóm.
Câu 19: visual attention / spatial reasoning
- Dạng câu hỏi: Summary Completion
- Từ khóa: action video games, improved
- Vị trí trong bài: Đoạn 2, dòng 2
- Giải thích: “action video game players demonstrated enhanced visual attention, improved spatial reasoning” – có thể chọn một trong hai đáp án này.
Câu 22: 2-3%
- Dạng câu hỏi: Summary Completion
- Từ khóa: gaming disorder, affects
- Vị trí trong bài: Đoạn 6, dòng cuối
- Giải thích: “Research indicates that approximately 2-3% of gamers may meet criteria for gaming disorder.”
Câu 24: YES
- Dạng câu hỏi: Yes/No/Not Given
- Từ khóa: Dr. Daphne Bavelier, cognitive training
- Vị trí trong bài: Đoạn 2, dòng 6-7
- Giải thích: “Dr. Daphne Bavelier… suggests that the intense focus required in competitive gaming acts as a form of cognitive training” – khớp chính xác với claim.
Câu 26: NO
- Dạng câu hỏi: Yes/No/Not Given
- Từ khóa: Belgium, Netherlands, banned, loot boxes
- Vị trí trong bài: Đoạn 7
- Giải thích: Bài viết nói các nước này “classified certain loot box systems as forms of gambling and restricted their use” – “restricted” khác với “completely banned”.
Passage 3 – Giải Thích
Câu 27: C
- Dạng câu hỏi: Multiple Choice
- Từ khóa: cultural capital, primarily based on
- Vị trí trong bài: Đoạn 2, dòng 2-3
- Giải thích: “Within e-sports communities, proficiency in games constitutes a form of specialized capital” – đáp án C paraphrase chính xác ý này.
Câu 28: B
- Dạng câu hỏi: Multiple Choice
- Từ khóa: income distribution, characterized
- Vị trí trong bài: Đoạn 4, dòng 3-4
- Giải thích: “the income distribution within e-sports follows a power-law pattern” và “the top 1% of players capture a disproportionate share of total prize money.”
Câu 29: C
- Dạng câu hỏi: Multiple Choice
- Từ khóa: gender-separated tournaments
- Vị trí trong bài: Đoạn 7, dòng 1-3
- Giải thích: “While these initiatives provide competitive opportunities and safe spaces… they simultaneously reinforce gender segregation” – đáp án C nắm bắt được cả hai mặt này.
Câu 32: D
- Dạng câu hỏi: Matching Sentence Endings
- Vị trí trong bài: Đoạn 2
- Giải thích: Bourdieu’s concept được giải thích là “accumulation of knowledge, skills, and cultural competencies that confer social status” – khớp với ending D.
Câu 35: B
- Dạng câu hỏi: Matching Sentence Endings
- Vị trí trong bài: Đoạn 6, dòng cuối
- Giải thích: “female players in online competitive games experience significantly higher rates of harassment, verbal abuse” – khớp chính xác với ending B.
Câu 37: YES
- Dạng câu hỏi: Yes/No/Not Given
- Từ khóa: democratized access, traditional sports, expensive training
- Vị trí trong bài: Đoạn 2, dòng cuối
- Giải thích: “This democratizing potential represents a significant departure from gatekept traditional sports, where physiological attributes and early access to expensive training facilities often determine competitive viability.”
Câu 38: NO
- Dạng câu hỏi: Yes/No/Not Given
- Từ khóa: majority, successfully transition, other careers
- Vị trí trong bài: Đoạn 5
- Giải thích: Bài viết nói “e-sports currently lacks robust infrastructure for supporting players after retirement” và tạo “vulnerability for players” – ngược với claim trong câu hỏi.
Câu 40: NOT GIVEN
- Dạng câu hỏi: Yes/No/Not Given
- Từ khóa: blockchain, definitely solve, all economic problems
- Vị trí trong bài: Đoạn cuối
- Giải thích: Bài viết chỉ nói blockchain “could restructure economic models” nhưng cũng “introduce speculative dynamics that may prove destabilizing” – không có claim nào về việc “definitely solve all problems”.
5. Từ Vựng Quan Trọng Theo Passage
Passage 1 – Essential Vocabulary
| Từ vựng | Loại từ | Phiên âm | Nghĩa tiếng Việt | Ví dụ từ bài | Collocation |
|---|---|---|---|---|---|
| phenomenon | n | /fəˈnɒmɪnən/ | hiện tượng | global phenomenon | natural/social phenomenon |
| competitive | adj | /kəmˈpetɪtɪv/ | mang tính cạnh tranh | competitive gaming | competitive advantage/market |
| infrastructure | n | /ˈɪnfrəstrʌktʃə(r)/ | cơ sở hạ tầng | supporting infrastructure | build/develop infrastructure |
| revenue stream | n | /ˈrevənjuː striːm/ | nguồn thu nhập | new revenue streams | generate revenue streams |
| demographic | n | /ˌdeməˈɡræfɪk/ | nhân khẩu học | audience demographics | target demographic |
| disposable income | n | /dɪˌspəʊzəbl ˈɪnkʌm/ | thu nhập khả dụng | have disposable income | high/low disposable income |
| mainstream | adj | /ˈmeɪnstriːm/ | chính thống, phổ biến | mainstream acceptance | mainstream media/culture |
| strategic thinking | n | /strəˈtiːdʒɪk ˈθɪŋkɪŋ/ | tư duy chiến lược | requires strategic thinking | develop strategic thinking |
| bureaucratic | adj | /ˌbjʊərəˈkrætɪk/ | quan liêu | bureaucratic hurdles | bureaucratic process/system |
| legitimize | v | /lɪˈdʒɪtɪmaɪz/ | hợp pháp hóa | legitimize the sport | legitimize claims/actions |
| subscription | n | /səbˈskrɪpʃn/ | đăng ký | subscriptions and donations | monthly subscription |
| sponsorship | n | /ˈspɒnsəʃɪp/ | tài trợ | corporate sponsorship | secure sponsorship |
Passage 2 – Essential Vocabulary
| Từ vựng | Loại từ | Phiên âm | Nghĩa tiếng Việt | Ví dụ từ bài | Collocation |
|---|---|---|---|---|---|
| excessive | adj | /ɪkˈsesɪv/ | quá mức | excessive screen time | excessive use/consumption |
| cognitive | adj | /ˈkɒɡnətɪv/ | nhận thức | cognitive benefits | cognitive development/function |
| spatial reasoning | n | /ˈspeɪʃl ˈriːznɪŋ/ | suy luận không gian | improved spatial reasoning | develop spatial reasoning |
| neuroplastic | adj | /ˌnjʊərəʊˈplæstɪk/ | dẻo thần kinh | neuroplastic changes | neuroplastic adaptation |
| multitasking | n | /ˌmʌltiˈtɑːskɪŋ/ | làm nhiều việc cùng lúc | attention and multitasking | effective multitasking |
| interpersonal | adj | /ˌɪntəˈpɜːsənl/ | liên nhân | interpersonal skills | interpersonal relationships |
| pedagogical | adj | /ˌpedəˈɡɒdʒɪkl/ | sư phạm | pedagogical potential | pedagogical approach/method |
| extracurricular | adj | /ˌekstrəkəˈrɪkjələ(r)/ | ngoại khóa | extracurricular activities | extracurricular programs |
| dysfunctional | adj | /dɪsˈfʌŋkʃənl/ | rối loạn chức năng | dysfunctional relationships | dysfunctional behavior/family |
| monetization | n | /ˌmʌnɪtaɪˈzeɪʃn/ | kiếm tiền hóa | monetization strategies | content monetization |
| microtransaction | n | /ˌmaɪkrəʊtrænˈzækʃn/ | giao dịch nhỏ | in-game microtransactions | microtransaction model |
| impulse control | n | /ˈɪmpʌls kənˈtrəʊl/ | kiểm soát bốc đồng | developing impulse control | lack impulse control |
| sedentary | adj | /ˈsedntri/ | ít vận động | sedentary behavior | sedentary lifestyle |
| ergonomic | adj | /ˌɜːɡəˈnɒmɪk/ | công thái học | ergonomic training | ergonomic design/furniture |
| sportsmanship | n | /ˈspɔːtsmənʃɪp/ | tinh thần thể thao | emphasis on sportsmanship | good/poor sportsmanship |
Passage 3 – Essential Vocabulary
| Từ vựng | Loại từ | Phiên âm | Nghĩa tiếng Việt | Ví dụ từ bài | Collocation |
|---|---|---|---|---|---|
| reconfiguration | n | /riːkənˌfɪɡəˈreɪʃn/ | tái cấu hình | fundamental reconfiguration | structural reconfiguration |
| virtualized | adj | /ˈvɜːtʃuəlaɪzd/ | ảo hóa | virtualized world | virtualized environment |
| emergent | adj | /ɪˈmɜːdʒənt/ | mới nổi | emergent form | emergent technology/trend |
| sociocultural | adj | /ˌsəʊsiəʊˈkʌltʃərəl/ | xã hội văn hóa | sociocultural dynamics | sociocultural context/factors |
| valorization | n | /ˌvæləraɪˈzeɪʃn/ | định giá | valorization of expertise | cultural valorization |
| marginal | adj | /ˈmɑːdʒɪnl/ | ngoài lề, rìa | marginal positions | marginal groups/communities |
| democratizing | adj | /dɪˈmɒkrətaɪzɪŋ/ | dân chủ hóa | democratizing potential | democratizing access/effect |
| porous | adj | /ˈpɔːrəs/ | thấm thấu | increasingly porous | porous boundaries/borders |
| precarious | adj | /prɪˈkeəriəs/ | bấp bênh | financially precarious | precarious situation/position |
| disproportionate | adj | /ˌdɪsprəˈpɔːʃənət/ | không cân đối | disproportionate share | disproportionate impact/effect |
| asymmetric | adj | /ˌeɪsɪˈmetrɪk/ | bất đối xứng | asymmetric power dynamics | asymmetric information/warfare |
| fragmented | adj | /ˈfræɡmentɪd/ | phân mảnh | regulatory frameworks fragmented | fragmented market/industry |
| transnational | adj | /trænzˈnæʃənl/ | xuyên quốc gia | transnational activity | transnational corporations |
| geopolitical | adj | /ˌdʒiːəʊpəˈlɪtɪkl/ | địa chính trị | geopolitical dimensions | geopolitical tensions/strategy |
| stigma | n | /ˈstɪɡmə/ | kỳ thị | social stigma | reduce/overcome stigma |
| trajectory | n | /trəˈdʒektəri/ | quỹ đạo | future trajectory | development trajectory |
| speculative | adj | /ˈspekjələtɪv/ | đầu cơ | speculative dynamics | speculative investment/market |
| destabilizing | adj | /diːˈsteɪbəlaɪzɪŋ/ | mất ổn định | potentially destabilizing | destabilizing effect/force |
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Kết bài
Chủ đề về sự trỗi dậy của thể thao điện tử và tác động của nó đối với giới trẻ là một chủ đề cực kỳ phù hợp và đang ngày càng phổ biến trong các kỳ thi IELTS Reading. Đề thi mẫu này đã cung cấp cho bạn một bộ 3 passages hoàn chỉnh với độ khó tăng dần, giúp bạn trải nghiệm đầy đủ những thử thách mà bạn sẽ gặp trong bài thi thực tế.
Passage 1 giới thiệu các khái niệm cơ bản về e-sports với ngôn ngữ dễ hiểu, giúp bạn làm quen với chủ đề. Passage 2 đi sâu vào phân tích tác động của e-sports đối với sự phát triển của thanh thiếu niên, yêu cầu khả năng hiểu sâu hơn và kỹ năng paraphrase tốt. Passage 3 mang tính học thuật cao với phân tích về các khía cạnh kinh tế xã hội và văn hóa, thử thách khả năng đọc hiểu ở mức độ nâng cao nhất.
Đáp án chi tiết với giải thích cụ thể về vị trí thông tin và cách paraphrase sẽ giúp bạn tự đánh giá chính xác khả năng của mình. Hãy chú ý đến cách mà thông tin trong câu hỏi được diễn đạt lại so với bài đọc – đây là kỹ năng quan trọng nhất trong IELTS Reading.
Bảng từ vựng với hơn 40 từ quan trọng kèm phiên âm, nghĩa và cách sử dụng sẽ giúp bạn mở rộng vốn từ học thuật, đặc biệt trong các lĩnh vực công nghệ, giáo dục và văn hóa. Hãy dành thời gian học và áp dụng những từ này vào writing và speaking của bạn.
Chúc bạn luyện tập hiệu quả và đạt band điểm mong muốn trong kỳ thi IELTS sắp tới. Hãy nhớ rằng, thành công trong IELTS Reading đến từ việc luyện tập đều đặn với các đề thi chất lượng và phân tích kỹ lưỡng từng câu hỏi!