Reading Comprehension
Passage Breakdown
Passage A explains that massively multiplayer online games develop their own economies: players earn virtual goods and currency by playing, and some sell those items for real money, showing that virtual wealth can convert to cash. Passage B asks how this should be taxed and argues that simply accumulating or trading items inside the game shouldn’t be taxed (like fish you catch, taxed only when sold). But selling virtual items for real money—and, in games built to allow real-world commerce, even in-world sales for virtual currency whether or not the player cashes out—should be taxed. This way, true commercial activity is taxed while pure entertainment isn’t.
Logic Breakdown
Passage A describes the emergence of real economic activity inside online games: "it had its own economy, a bustling trade in virtual goods" and items sold for "cold hard cash," so players were "in effect, creating wealth." Passage B is a legal/policy analysis of how existing law should treat that activity, noting both IP and tax: some games grant "intellectual property rights in their creations," and the author argues how "income tax law and policy" should apply, concluding that "tax doctrine and policy counsel taxation of the sale of virtual items for real currency." The relationship is phenomenon described first, followed by a legal framework’s application to that phenomenon.
Passage Stimulus
Passage Redacted
Unlock Full Passage10.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?
Correct Answer
D
D matches the structure: the first title (“Biologists Create New Species in Lab”) reports a novel phenomenon/creation; the second (“Artificially Created Life: How Patent Law Applies”) analyzes how a body of law applies to it. Likewise, Passage A reports a novel economic phenomenon in games—"it had its own economy, a bustling trade in virtual goods … That meant that the virtual currency was worth something in real currency … they were, in effect, creating wealth"—and Passage B analyzes the legal treatment of that phenomenon, invoking both IP and tax: some games grant "intellectual property rights in their creations," and the author argues how "income tax law and policy" should apply, e.g., "tax doctrine and policy counsel taxation of the sale of virtual items for real currency."
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