Holographic game disc over a console for B1 gaming vocabulary and English listening practice on Listenglish.
What You’ll LearnDuration: 3:28

Sony created the PlayStation after a failed deal, moving players from physical discs to digital downloads. While digital games are convenient, many fans worry about losing true ownership and facing higher store prices. You can master connected speech and B1 English listening by using this fascinating audio for your daily Shadowing.

The PlayStation Revenge Story | B1 English Listening Practice
The PlayStation Revenge Story | B1 English Listening Practice
Audio Articles & Shadowing: Enhance Your English Skills | listenglish.com
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The story of PlayStation is really the story of an angry man who wanted revenge. In the early 1990s, Sony agreed to build a CD player add-on for Nintendo. Then, at the last moment, Nintendo cancelled the deal. One Sony engineer, Ken Kutaragi, was furious. He convinced his bosses that Sony should build its own game machine instead. He was right.

The first PlayStation arrived in 1994 and changed everything. Older machines used small plastic cartridges, but the PlayStation used CDs. This was cheaper for companies, and it gave games more space for music and video. More than 100 million people bought one. Six years later, the PlayStation 2 became the best-selling console in history. Part of its success was clever: it could also play DVD films, so families bought it for two reasons.

Sony kept pushing forward. The PlayStation 3 added Blu-ray, and the PlayStation 4 focused on players who simply wanted great games. Then, in 2020, the PlayStation 5 arrived with a super-fast drive and a new wireless controller that could shake in your hands. Today, gaming is one of the biggest entertainment businesses on Earth, larger than film and music together.

But something important has changed in recent years, and not everyone is happy about it.

For a long time, players bought games as physical discs. You could hold the box, put it on a shelf, and truly own it. If you finished a game, you could sell it, lend it to a friend, or take it to a shop and trade it for something new. This second-hand market kept prices lower, because shops had to compete for customers.

Now the industry is moving toward digital downloads. Instead of a disc, you buy a code and download the game onto your machine. This is fast and easy, and many younger players have never bought a disc at all. Sony and other companies clearly prefer this model, partly because it costs them less money.

However, many players worry about what they are losing. When you buy a digital game, you do not really own it in the same way. You cannot sell it, lend it, or give it away. If a company closes its online store, or removes a game from its service, you may lose something you paid for. This has already happened with some films and shows, and it has made people nervous.

Fans also argue that digital-only shopping is bad for competition. With discs, many shops sold games, and they lowered prices to attract buyers. With downloads, one company often controls the only store, and it can set any price it wants.

Nobody knows exactly how this will end. Some people believe physical games will slowly disappear, just as music CDs did. Others think companies have pushed too fast and will face a strong reaction from angry customers. Either way, the quiet plastic disc, once the heart of every gaming room, is fading away, and a new digital world is taking its place, ready or not.

B1 Intermediate

Vocabulary · Key Words from the Article

#WordDefinitionExample Sentence
1
convince
verb
to make someone believe that something is true, or agree to do something, by giving them good reasons“It took me an hour to convince my parents to let me buy the new console.”
2
wireless
adjective
working without wires or cables, using radio signals to connect“I bought a wireless keyboard so my desk would look tidier.”
3
trade
noun
the activity of buying, selling, or exchanging goods or services“There is a busy trade in second-hand phones in our city.”
4
worry
verb
to think about problems or bad things that might happen, in a way that makes you feel unhappy or afraid“Many people worry about how much time their children spend online.”
5
argue
verb
to give reasons why you think something is true or right, especially to persuade other people“Scientists argue that the change is happening faster than expected.”
6
competition
noun
a situation in which companies or people try to be more successful than others, for example by offering lower prices“Strong competition between airlines has made flights much cheaper.”

Tip: Click any vocabulary row to find the word in the article.

Export this list to your favorite flashcard apps like Quizlet or Anki.

Usage Notes & Synonyms

convince

Often followed by 'someone to do something' (convince him to stay) or 'someone that...' (convince her that it was safe). Do not confuse with 'convict', which is about crime.

Synonym: persuade

wireless

Common with 'wireless controller', 'wireless network', and 'wireless headphones'. In casual speech, home internet is often just called 'wifi'.

Synonym: cordless

trade

'Trade' is also a verb ('trade it for something new'). Note the phrase 'trade in', which means giving your old item to reduce the price of a new one.

Synonym: exchange

worry

Usually followed by 'about' (worry about money). 'Don't worry' is a very common friendly phrase to calm someone down.

Synonym: be concerned

argue

'Argue that + sentence' is used for giving an opinion with reasons. 'Argue' can also mean to disagree angrily ('they argued about money'), so context matters.

Synonym: claim

competition

In business, we often say 'competition keeps prices down'. The word can also mean a contest you can win, like a singing competition.

Synonym: rivalry

Grammar in Context

Structure Present perfect for recent change and life experience

The present perfect is formed with 'have' or 'has' plus the past participle, for example 'has changed' or 'have never bought'. We use it to talk about a change that started in the past and is still important now, without saying exactly when it happened. The article uses it to describe how gaming is different today: 'something important has changed in recent years' and 'this has already happened'. It also appears with 'never' to talk about life experience up to now: 'many younger players have never bought a disc at all'. This tense connects the past to the present moment, which is exactly why it fits an article about a change that is happening right now.

Listening Comprehension Questions

1

According to the article, why did Ken Kutaragi want Sony to build its own game machine?

2

What does the article say was one clever reason the PlayStation 2 sold so well?

3

In the sentence 'shops had to compete for customers', the word 'compete' is closest in meaning to:

4

What is the main idea of the second half of the article?

5

Explain in your own words why some players believe digital-only games are worse for buyers than physical discs.

6

The article compares game discs to music CDs. Do you think physical games will disappear in the same way? Give reasons for your opinion.

Speaking Practice & Discussion Questions

💡
How to practice: These questions are designed to move your English from passive reading to active speaking. Grab a study partner, a tutor, or just your phone's voice recorder. Try to answer the discussion questions naturally, and challenge yourself with the advanced "Further Discussion" prompts to test your critical thinking.

Discussion Questions

  1. 1

    In which year did the first PlayStation arrive, and what did it use instead of cartridges?

  2. 2

    Do you prefer buying things digitally or as physical objects you can hold? Why?

  3. 3

    Imagine your favourite game or film was suddenly removed from an online store. How would you feel, and what would you do?

  4. 4

    Is it fair for one company to control the only shop where you can buy its games? Why or why not?

  5. 5

    Do you think owning things digitally will completely replace owning physical objects in the future? Share your opinion.

Further Discussion

  1. 1

    When you pay for something digital, should you own it forever, or is it fair that a company can take it back later?

  2. 2

    If a company could earn much more money by removing customer choice, should it be allowed to do so? Defend your answer.

  3. 3

    How do you think the way people buy and own entertainment will change over the next twenty years?

PDF

Download the Worksheet for Offline Practice

Download the official B1 Intermediate English worksheet (PDF). Review key vocabulary such as ‘trade’ and ‘competition’, answer selected comprehension questions, and check your answers with the included answer key.

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