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Passage A is from a source published in 2004 and passage B is from a source published in 2007.
Passage A
Millions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.
The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.
Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.
As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.
Passage B
Most multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.
(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.
Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.
By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.
The passages were most likely taken from which one of the following pairs of sources?
  • a)
    passage A: a magazine article addressed to a general audience passage B: a law journal article
  • b)
    passage A: a technical journal for economists passage B: a magazine article addressed to a general audience
  • c)
    passage A: a science-fiction novel passage B: a technical journal for economists
  • d)
    passage A: a law journal article passage B: a speech delivered before a legislative body
  • e)
    passage A: a speech delivered before a legislative body passage B: a science-fiction novel
Correct answer is option 'A'. Can you explain this answer?
Most Upvoted Answer
Passage A is from a source published in 2004 and passage B is from a s...
To determine which pair of sources the passages are most likely taken from, we need to analyze the content and style of each passage and match them with the given source options:
Passage A:
  • Content: Focuses on the discovery of virtual economies in online games and the realization of real-world value in virtual currency and items.
  • Style: Describes the discovery and implications in a way that is accessible to a general audience. It highlights Edward Castronova’s findings in an engaging manner suitable for non-specialists.
Passage B:
  • Content: Discusses the taxation of virtual items and currencies within online games, exploring legal and policy implications.
  • Style: More technical and policy-oriented, dealing with legal and economic considerations relevant to taxation.
Source Analysis:
  1. (A) Passage A: a magazine article addressed to a general audience; Passage B: a law journal article
    • Passage A fits this description because it is engaging and written for a general audience, discussing the discovery in a relatable manner.
    • Passage B fits as a law journal article because it deals with technical aspects of tax policy and legal considerations, which are appropriate for a legal or economic journal.
  2. (B) Passage A: a technical journal for economists; Passage B: a magazine article addressed to a general audience
    • Passage A is not technical enough for a specialized journal; it is more suited to a general magazine article.
    • Passage B is too technical and policy-focused for a general magazine article.
  3. (C) Passage A: a science-fiction novel; Passage B: a technical journal for economists
    • Passage A is not fictional; it deals with real economic observations.
    • Passage B could be from a technical journal, but Passage A does not fit as a science-fiction novel.
  4. (D) Passage A: a law journal article; Passage B: a speech delivered before a legislative body
    • Passage A is not technical or legal enough to be from a law journal.
    • Passage B is more technical and policy-oriented than a speech.
  5. (E) Passage A: a speech delivered before a legislative body; Passage B: a science-fiction novel
    • Passage A is not a legislative speech; it is more of an engaging article.
    • Passage B does not fit the style of a science-fiction novel.
Conclusion:
The best match for the passages is (A) Passage A: a magazine article addressed to a general audience; Passage B: a law journal article. Passage A is written in a style suitable for a general audience, while Passage B is detailed and technical, appropriate for a law journal discussing policy and legal implications.
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Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.Which one of the following pairs of titles would be most appropriate for passage A and passage B, respectively?

Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.Based on what can be inferred from their titles, the relationship between which one of the following pairs of documents is most analogous to the relationship between passage A and passage B?

Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.Which one of the following most accurately expresses how the use of the phrase “skinning animals” in passage A (line 24) relates to the use of the phrase “fish pulled from the ocean” in passage B (line 49)?

Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.With regard to their respective attitudes toward commerce in virtual items, passage A differs from passage B in that passage A is more

Individual studies and experiments the world over have shown that a strong correlation exists between music and mood --- listening to a particular kind of music impacts the mood of the listener. In fact studies have also shown that, in everyday life, music is primarily used for mood and emotion regulation. Indeed, one of the reasons music is able to transcend the barriers of language and garner universal appeal is the emotional response it evokes in its listeners. However, not all people respond similarly to the same kind of music.A new study shows that listening to the same piece of sad music can actually make some people happy while others sad. Clearly, the difference in the response generated is due to the difference or the lack of the same in the perceived and the induced emotions experienced by the participants. Perceived emotion is defined as the act of sensing the emotional content of the stimuli whereas induced emotion is the emotion felt by the receiver after being subjected to the stimuli.In the study, the participants with a higher level of exposure to and knowledge of music were the ones who reported being happy after listening to the music, while others reported as being sad. These participants rated the piece of sad music as highly unpleasant on the scale of perceived emotions; however, their induced emotion score was really low for the level of unpleasantness experienced by them and hence did not match with their perceived emotions score. For this reason, these participants felt that they could enjoy the piece of music without feeling sad and hence reported their emotional state as closer to being happy.However, the findings of the study do not necessarily suggest that the perceived emotion score by the not so musically literate was low. It could just mean that either their perceived and induced emotion scores coincided or that the difference between the two was insignificant.Each of the following can be inferred from the passage EXCEPT

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Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer?
Question Description
Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? for GMAT 2024 is part of GMAT preparation. The Question and answers have been prepared according to the GMAT exam syllabus. Information about Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? covers all topics & solutions for GMAT 2024 Exam. Find important definitions, questions, meanings, examples, exercises and tests below for Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer?.
Solutions for Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? in English & in Hindi are available as part of our courses for GMAT. Download more important topics, notes, lectures and mock test series for GMAT Exam by signing up for free.
Here you can find the meaning of Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? defined & explained in the simplest way possible. Besides giving the explanation of Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer?, a detailed solution for Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? has been provided alongside types of Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? theory, EduRev gives you an ample number of questions to practice Passage A is from a source published in 2004 and passage B is from a source published in 2007.Passage AMillions of people worldwide play multiplayer online games. They each pick, say, a medieval character to play, such as a warrior. Then they might band together in quests to slay magical beasts; their (5) avatars appear as tiny characters striding across a Tolkienesque land.The economist Edward Castronova noticed something curious about the game he played: it had its own economy, a bustling trade in virtual goods. (10) Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the wealthier they get.Things got even more interesting when Castronova learned about the “player auctions.” Players would (15) sometimes tire of the game and decide to sell off their virtual possessions at online auction sites.As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading! Each item had a value (20) in the virtual currency traded in the game; when it was sold on the auction site, someone was paying cold hard cash for it. That meant that the virtual currency was worth something in real currency. Moreover, since players were killing monsters or skinning animals to (25) sell their pelts, they were, in effect, creating wealth.Passage BMost multiplayer online games prohibit real-world trade in virtual items, but some actually encourage it, for example, by granting participants intellectual property rights in their creations.(30) Although it seems intuitively the case that someone who accepts real money for the transfer of a virtual item should be taxed, what about the player who only accumulates items or virtual currency within a virtual world? Is “loot” acquired in a game taxable, (35) as a prize or award is? And is the profit in a purely in-game trade or sale for virtual currency taxable? These are important questions, given the tax revenues at stake, and there is pressure on governments to answer them, given that the economies of some virtual (40) worlds are comparable to those of small countries.Most people’s intuition probably would be that accumulation of assets within a game should not be taxed even though income tax applies even to noncash accessions to wealth. This article will argue that (45) income tax law and policy support that result. Loot acquisitions in game worlds should not be treated as taxable prizes and awards, but rather should be treated like other property that requires effort to obtain, such as fish pulled from the ocean, which is taxed only (50) upon sale. Moreover, in-game trades of virtual items should not be treated as taxable barter.By contrast, tax doctrine and policy counsel taxation of the sale of virtual items for real currency, and, in games that are intentionally commodified, (55) even of in-world sales for virtual currency, regardless of whether the participant cashes out. This approach would leave entertainment value untaxed without creating a tax shelter for virtual commerce.The passages were most likely taken from which one of the following pairs of sources?a)passage A: a magazine article addressed to a general audience passage B: a law journal articleb)passage A: a technical journal for economists passage B: a magazine article addressed to a general audiencec)passage A: a science-fiction novel passage B: a technical journal for economistsd)passage A: a law journal article passage B: a speech delivered before a legislative bodye)passage A: a speech delivered before a legislative body passage B: a science-fiction novelCorrect answer is option 'A'. Can you explain this answer? tests, examples and also practice GMAT tests.
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