- Home
- LSAT explanations
- PrepTest 140
- Section 4, Question 13
Passage A is from a source published in(494 more words not shown)
Passage A(226 more words not shown)
Passage B(276 more words not shown)
Based on passage B, which(25 more words not shown)
- AThe game allows(6 more words not shown)
- BThe game allows(7 more words not shown)
- CPlayers of the(7 more words not shown)
- DPlayers of the(8 more words not shown)
- EPlayers of the(10 more words not shown)
Reading the passage
An intentionally commodified game deliberately encourages commerce in virtual property. We should look back for something the game does to enable that commerce, rather than merely something that makes a player's character richer.
What we’re looking for
B's opening gives the relevant contrast: most games prohibit real-world trade, but some encourage it. The final paragraph's special tax treatment concerns that commercial category. Connecting those two parts gives us a concrete feature to look for.
Working the answers
- A
This has the transaction backward. B discusses selling virtual items for real money. A instead allows someone to sell a real item for virtual currency, like exchanging an actual water bottle for game coins. That isn't the arrangement described.
- B
Trading avatars doesn't establish that the game encourages real-world commerce. Players might exchange characters or appearances entirely within the game. We need the commercial feature B identifies, not just permission to swap something.
- C
Growing wealthier through play can describe ordinary in-game accumulation. A even says that players acquire more wealth the longer they play. That doesn't distinguish games deliberately encouraging commerce, which is the category this question asks about. Accumulating virtual possessions and enabling their commercial sale are different features.
- DCorrect
B says some games encourage real-world trade by giving players legal ownership of what they make (Passage B, paragraph 1). Granting players those rights is a deliberate step that supports commerce in what they create. The opening example therefore supplies the characteristic of some intentionally commodified games mentioned later.
- E
Exchanging one virtual currency for another is not identified as a feature of these games. Don't substitute a general idea of currency trading for B's specific evidence about how a game encourages real-world commerce.
More Detail questions
Learn the LSAT our way
Our platform drills Detail questions at your level and adjusts as you improve.