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PASSAGE 1
Read the text and answer questions 1–13
The children's author and illustrator who created Peter Rabbit
Beatrix Potter is one of the best-selling children's authors of all time. Her popular series of books that includes The Tale of Peter Rabbit was first published over one hundred years ago, and has never been out of print. Generations of children have enjoyed her many stories and illustrations, all of which celebrate the English lifestyle and rural landscape through the adventures of animals.
Born to a comfortable middle-class family in London in 1866, Potter spent much of her early life in her own company. She was educated in her parents' house by a governess and rarely saw her brother Bertram, who was sent to boarding school. Having little social contact with children of her own age, Potter began to be drawn into her own world of writing. When Beatrix was 15, she began to keep a diary written in a secret code of her own invention. Even Beatrix herself, when she read back over it in later life, found it difficult to understand. It was not until 15 years after her death that the code was cracked. To the outside world Beatrix appeared a shy and reserved person, but in her diary she was able to express herself openly, and she was critical of the paintings of a number of artists of the day.
Potter was a naturally gifted artist, and with the aid of some art lessons she also learnt the technical side of drawing. During her childhood, she looked after many animals, such as rabbits, frogs, and even bats. She drew these animals throughout her childhood, gradually improving the standard of her work by sketching in museums. She was also interested in natural history. She would spend many hours drawing wildlife such as fungi and flowers, and at one time she had an ambition to develop this scientific interest. An uncle tried to help her become a student at the Royal Botanic Gardens at Kew in London, but she was rejected because of her gender. Nevertheless, she achieved a measure of respect from the scientific establishment for her illustrations and contribution to mycology, the study of fungi.
When Potter was in her early 20s, her parents tried to arrange a partner for her to marry. Many likely suitors were found; however, Potter turned them all down. She was a fiercely independent woman, and she disliked the idea of being tied down to a domestic life that, at that time, consisted mostly of staying at home and bringing up children. Thus, unusually for British women of those times, she remained single and lived in her parents' home.
For several years, Potter tried to get her first children's book, The Tale of Peter Rabbit, published. Her initial attempts proved unsuccessful, but she persevered and eventually the book was accepted for publication by Frederick Warne & Company. The book finally came out in 1902, when Potter was 36, but the publishers did not expect it would sell many copies. In fact, the project was given to the youngest brother in the family company, Norman Warne, for his first project as a kind of test. Luckily, he proved to be a good choice as he warmed to both the book and Potter. He was determined to make a success of the book and developed a good working relationship with Potter as they pored over the individual details of the book. It was Norman who insisted that each drawing would be in colour. Potter insisted that the book remain small so that it would be easy for children to hold, and by the end of the year, 28,000 copies were in print.
The relationship between Warne and Potter blossomed, and eventually they became engaged. However, Potter's parents were unhappy about this because of his occupation. They eventually relented, but insisted the couple live apart for six months to give Potter time to change her mind. Tragically, before the wedding could take place, Warne developed pernicious anaemia, a blood disease, and passed away. Potter was devastated and she wrote in a letter to his sister, Millie, 'He did not live long, but he fulfilled a useful, happy life. I must try to make a fresh beginning next year.'
After Warne's death, Potter moved to the Lake District in northern England. In 1905 she bought a small farm there, and for the next eight years she busied herself writing more books, some of which were based in or around the area. She lived there for the remainder of her life, but due to failing eyesight she was forced to stop writing children's books. Instead, she devoted her time to the breeding of sheep and helping with the conservation of farms in the district. Using proceeds from her very successful books and later her inheritance, Potter was able to buy many working farms. On her death, she left over 4,000 acres to the National Trust, an organisation which protects historical buildings and areas of countryside in England. It has meant that her beloved countryside is now accessible to many visitors.
Complete the notes below. Choose ONE WORD ONLY from the passage for each answer.
Beatrix Potter
Success as an author
• Her books have been in print for more than 100 years.
Childhood
• She received lessons at home from a .
• She wrote in her in code.
• She disliked the work of some of the time.
• She took lessons in drawing.
• She practised drawing things she saw when she visited .
Life as a young adult
• Her to have a career in natural history was not realised.
• Her illustrations were recognised as assisting research into .
Do the following statements agree with the information given in Reading Passage 1? Choose TRUE, FALSE, or NOT GIVEN.
PASSAGE 2
Read the text and answer questions 14–26
With the amount of rubbish being produced around the world increasing, Mark Rowe asks whether a new generation of incineration plants can help to solve the problem.
14A For many years, burning rubbish has been portrayed as the lazy option when it comes to dealing with the problem of waste disposal, since it sends toxic fumes into the air and appears to support a consumerist, throwaway society. Norway, however, appears to be burning its way through a sizeable chunk of Europe's municipal waste, using the heat created by this process to warm and power homes in many of its cities. Norway isn't alone: Germany, Sweden, Belgium and the Netherlands all burn significant quantities of rubbish, and across Europe there are 420 plants burning municipal waste. With Europe dumping 150 million tonnes of rubbish into landfill every year, there would seem to be a limitless supply.
15B Those who support burning waste say that a new generation of incinerators has made it a more attractive option. Filters and scrubbing mechanisms now capture harmful substances such as mercury, hydrochloric acid and heavy metals. According to Ted Michaels, president of the US-based Energy Recovery Centre, 'There has been constant evolution in combustion engineering and emissions-control technology, and the output from these facilities is now minuscule.' Above all, however, supporters say that incineration is the only way of preventing the long-term impacts of landfill. In ten years' time, says the World Bank, humans will be generating 2.2 billion tonnes of solid waste per year. Advocates see incineration as a practical way to deal swiftly with an immediate problem.
16C Levels of waste generation vary hugely around the world. 'It's a problem for the developed nations,' says Joergen Fenhann, a senior scientist working with the UN Environment Programme in Denmark. 'The more you develop, the more you produce, buy and throw away.' But the growth of incineration hasn't been universally welcomed. Lars Haltbrekken, chairman of Friends of the Earth in Norway, is concerned that incineration plants appear to generate demand for their services. 'The problem in Norway,' he explains, 'is that we have built too many waste-burning factories. So we've ended up importing waste from other countries. If you look at this in a very small perspective, it is, of course, better for the climate to burn rubbish from the UK rather than leave it in landfill there,' he continues. 'But in a broader perspective, it's a lazy way of getting rid of waste; you don't stimulate the goals of reducing, reusing and recycling.'
17D Incineration is also at odds with EU policy, which promotes a 'recycling hierarchy': ideally, we simply produce less waste in the first place; failing that, we reuse objects more; the next step is recycling; only then should we consider incineration, while dumping in landfill is the last resort. Dealing with the problem of waste disposal involves tracing the whole process that took the material from its inception to landfill. We used to call this the 'cradle to grave' life cycle; now, the talk is of 'cradle to cradle' and an even more comprehensive concept known as 'zero waste'. 'The philosophy of cradle to cradle is about designing products that are actually good for the environment at the end of their life,' says Joan Marc Simon, European spokesman for the environmental movement GAIA. 'You design a bottle that contains no toxins, is fully recyclable and requires the minimum amount of energy to be produced.' As Simon points out, however, without the right mechanisms in place 'nothing guarantees that this bottle will end up being properly collected and treated in the appropriate recycling facility'.
18E Tim Burns, policy manager at Keep Britain Tidy, says, 'In the UK alone, people waste £10 billion of food every year. You can argue about composting that, or not buying it in the first place – if you do that, then that's money the retailers don't get, so it's not always clear-cut.' The implications of zero waste are that we're going to have to take a good long look at those well-stocked supermarket shelves, too. 'Supermarkets keep their shelves stocked even when demand isn't there, which means they have to pay to dispose of a lot of food,' says Burns. 'But that cost is less to them than the cost in brand damage of having empty shelves.'
19F Recent history and changes in trends in recycling suggest that we should be prepared for unexpected developments. 'If someone back in the 1980s had suggested what waste would be like now, they would be completely wrong,' says Richard Fisher, a PhD researcher at Cranfield University. 'Consumerism has developed at a pace we never expected. Nobody would have said there would be so much electronic waste. But recycling has grown, too – ten years ago nobody would have predicted today's levels of recycling.' But he points out that the need to reduce waste is still a difficult message to sell to consumers. He suggests that what people are really concerned about is their loved ones and the future they face. 'Perhaps we can align the environmental message to these deep-seated values,' he says. 'We need to look at whether it's business that drives consumers or the other way around. You need government to play a leadership role, whereas countries such as the UK seem to be stepping away from the environment in pursuit of short-term economic goals.'
landfill: a method of disposing of waste material by burying it
Reading Passage 2 has six paragraphs. Choose the correct heading for each paragraph from the list of headings below. Choose the correct number, i–vii, in boxes 14–19.
List of Headings
Drag each heading to the beginning of the matching paragraph in the passage.
Look at the following people (Questions 20–23) and the list of opinions below.
Match each person with the correct opinion, A–G.
List of Opinions
A. Incineration does not encourage responsible attitudes to waste disposal.
B. Recycling can sometimes create serious problems for the future.
C. Greater consumerism leads to higher levels of waste.
D. Proper systems are needed for the recycling of environmentally-friendly products.
E. Landfill is better for the environment than incineration.
F. Incineration of waste is now relatively harmless to the environment.
G. Efforts to reduce waste may affect profits for some types of companies.
| Person | A | B | C | D | E | F | G |
|---|---|---|---|---|---|---|---|
| 20 Ted Michaels | |||||||
| 21 Joergen Fenhann | |||||||
| 22 Joan Marc Simon | |||||||
| 23 Tim Burns |
Complete the summary below. Choose ONE WORD ONLY from the passage for each answer.
What recent history tells us about recycling
Richard Fisher, a researcher from Cranfield University, points out that the pace of consumerism has increased more quickly than was predicted in the 1980s. There has, for example, been unexpected growth in waste from products. He suggests that the need to protect the environment should be linked to basic values, and adds that it might be better if consumers had more influence over and more direction was provided by .
PASSAGE 3
Read the text and answer questions 30–46
Video games are one of the most misunderstood forms of entertainment. In one sense, it's easy to see why: if you haven't had much interaction with them, watching someone play one can be a pretty unsettling experience. Gamers can often give the impression that they're glued to the screen, absorbed in the digital equivalent of junk food. However the reality is somewhat more complex.
For example, a long-standing claim is that violent games can cause players to become more aggressive in the real world. Video games often take centre stage in the constant media analysis of acts of aggression, with claims that not only do violent people play violent games, but that they were driven to some act of aggression because they play games.
Such accusations often fall flat in the face of subsequent forensic analysis. In one recent study participants were asked to play a violent game, a non-violent game, or no game at all, every day for two months. The study's authors found that playing the violent video game had no significant negative effects. One study doesn't give the whole story, of course. However, the emerging picture from the research literature is that video games certainly aren't the root cause of mass acts of societal violence.
Another claim relates to addiction. Recently, the World Health Organization (WHO) formally included 'gaming disorder' in its diagnostic manual, the International Classification of Diseases, for the first time. It was a decision that ignited a furious debate in the academic community. One group of scholars argued that such a diagnostic label would provide greater access to treatment and financial help for those experiencing genuine harm from playing video games. Others argued that the scientific evidence for gaming addiction simply wasn't accurate or meaningful enough.
Part of the problem lies in the checklists used by the WHO to determine whether a disorder exists. The criteria for gaming addiction are derived from those used for other sorts of addiction. While that might be a reasonable place to start, it might not tell us the whole story about what the unique aspects of gaming addiction look like. For example, one of the standard criteria is that people become preoccupied with games, or start playing them exclusively, instead of engaging in other hobbies. However, this criterion doesn't sit very well as a benchmark for what you might consider to be 'harmful' engagement, because unlike many other addictions, games are not in themselves harmful. Also, using this as a criterion has the potential to exaggerate how widespread addiction is. While there will be people out there for whom gaming can become problematic, the chances are that this is a small group.
Moreover, results from a recent research project suggest that gaming addiction is fairly short-lived. Data looking at players over a six-month period has shown that not one of those who initially exhibited the diagnostic criteria for addiction did so by the end of the study.
Another issue is social isolation. The stereotypical view of a gamer is a heavy-eyed, pale-faced teenager playing alone in their bedroom. It's understandable that something about that situation seems unhealthy or unnatural. But this view usually comes from a misunderstanding of what video games really are. From their initial inception, the aim of video games was to provide social experiences. Whereas in the first 30 or so years of their existence this was restricted to people playing multiplayer games in person, the advent of high-speed internet access means increasingly that these interactions are moving online. Rather than isolating people, online gaming has the potential to unite people in many new ways and to form close-knit communities based around common interests and hobbies.
Another criticism aimed at video games is that they're a meaningless waste of time. There's a certain illogicality to the notion, in a way: somehow, we are able simultaneously to worry that games are the root cause of many societal ills, yet also consider them to be pointless. Why play them when you could go outside, or engage in more culturally fulfilling art forms? But this comes from a misunderstanding about the creative power that games possess.
As novelist and games designer Naomi Alderman outlined in a 2013 radio essay: 'While all art forms can elicit powerful emotions, only games can make their audience feel the emotion of agency. A novel can make you feel sad, but only a game can make you feel guilty for your actions.' Video games place you at the centre of the story as an active participant. Games help us explore what it means to be human, allow us to travel to far-off incredible places, to become incredible people – all from the comfort of our own home.
Finally, video games are more than purely entertainment. Now, in part because of their power to draw us in, video games are actually being utilised in the course of scientific study. The best examples achieve two things: they act as fertile ground for gathering valuable scientific information, while at the same time providing an exciting gaming adventure.
An example of this is the recent mobile game Sea Hero Quest. Players are tasked with memorising a map, and then navigating a fishing boat around a series of waterways, visiting a set of buoys in a specific order. The information gleaned from this is being used by scientists to understand how spatial navigation abilities change between childhood and old age. The research can also be used to examine differences across the globe. This sort of knowledge is crucial in developing a deeper understanding of how such abilities start to decline in neurodegenerative disorders like Alzheimer's disease. The hope is that this information will help inform innovative methods in diagnosing and treating dementia.
Do the following statements agree with the claims of the writer? Choose YES, NO, or NOT GIVEN.
Choose the correct letter, A, B, C or D.
Complete the summary using the list of phrases, A–I, below.
The use of video games in scientific study
Video games can be both a very 42 for players and a way for scientists to collect 43. For example, the game Sea Hero Quest is being used to help scientists research spatial navigation skills over a 44, as well as investigating the 45 in these skills. Such knowledge can then be applied to certain brain disorders and enable scientists to come up with a 46 towards curing patients.