---
title: Why does taking a break help after losing again and again? — Puzzles, money and video games · tree and pragmatics
description: Why does taking a break help after losing again and again? Test 5 · ★ of lesson 243 «Puzzles, money and video games» of the everyday course of Mova's primary school, with the dependency tree and pragmatics of the question and of each option; Mova's choice was right.
---

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# Test 5 · ★ · Puzzles, money and video games

<!-- .ven lang=en -->
Why does taking a break help after losing again and again?

<!-- .vintro -->
**Mova's choice:** option 2 · **The right answer:** option 2 · right ✓ · **Who acts:** break help · **What happens:** take, lose · **To what, where:** break help

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This is test 5 · ★ of lesson 243 «Puzzles, money and video games» of the everyday course of Mova's primary school. The page gives the question's syntax tree — a dependency tree in the style of Universal Dependencies — and its pragmatics clause by clause, then the 4 options as the student saw them, each with its tree and pragmatics. Every text is parsed by Mova itself. How the student answered it, with the score of every option and why: [the test at school](https://md.mova.elamur.ai/free/en/school-run/everyday/243-puzzles-and-video-games/#t5).

## The question {#question}

```conllu
# sent_id = question:everyday:243-puzzles-and-video-games:t5:1
# text = Why does taking a break help after losing again and again?
1	Why	why	ADV	WRB	PronType=Int	3	advmod	_	_
2	does	do	AUX	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	3	aux	_	_
3	taking	take	VERB	VBG	Tense=Pres|VerbForm=Part	0	root	_	_
4	a	a	DET	DT	Definite=Ind|PronType=Art	6	det	_	_
5	break	break	NOUN	NN	Number=Sing	6	compound	_	_
6	help	help	NOUN	NN	Number=Sing	3	obj	_	_
7	after	after	SCONJ	IN	_	8	mark	_	_
8	losing	lose	VERB	VBG	VerbForm=Ger	6	acl	_	_
9	again	again	ADV	RB	_	8	advmod	_	_
10	and	and	CCONJ	CC	_	11	cc	_	_
11	again	again	ADV	RB	_	9	conj	_	SpaceAfter=No
12	?	?	PUNCT	.	_	3	punct	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **take** | present · do-support |  | a break help |  |  |  |  | vn bring-11.3 «NP V NP»: agent=Agent help=Theme |
| 2 | **lose** | gerund | a break help *not said here* |  |  |  | again |  | vn succeed-74-3-1 «NP V»: agent=Agent |

<!-- .note -->
One row per clause the reader finds. «not said here»: a role filled from the clause above. «roles by»: a VerbNet class and frame when one fits the verb, else the reader's rules on the tree.

## The options {#options}

### Option 1 {#o1}

<!-- .ven lang=en -->
Breaks make the game forget all your mistakes

```conllu
# sent_id = question:everyday:243-puzzles-and-video-games:t5:o1:1
# text = Breaks make the game forget all your mistakes
1	Breaks	break	NOUN	NNS	Number=Plur	2	nsubj	_	_
2	make	make	VERB	VBP	Mood=Ind|Number=Plur|Person=3|Tense=Pres|VerbForm=Fin	0	root	_	_
3	the	the	DET	DT	Definite=Def|PronType=Art	4	det	_	_
4	game	game	NOUN	NN	Number=Sing	2	obj	_	_
5	forget	forget	VERB	VB	VerbForm=Inf	2	xcomp	_	_
6	all	all	DET	PDT	PronType=Tot	8	det:predet	_	_
7	your	your	PRON	PRP$	Case=Gen|Person=2|Poss=Yes|PronType=Prs	8	nmod:poss	_	_
8	mistakes	mistake	NOUN	NNS	Number=Plur	5	obj	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **make** | present | Breaks | the game |  |  |  |  | tree rules |
| 2 | **forget** | infinitive | the game *not said here* | your mistakes |  |  |  |  | tree rules |
| 3 | **mistake** |  | your |  |  |  |  |  | nom mistake «act intransitive»: poss=agent |

### Option 2 · ← Mova's choice · ✓ the right answer {#o2}

<!-- .ven lang=en -->
Anger makes you play worse, and rest calms you

```conllu
# sent_id = question:everyday:243-puzzles-and-video-games:t5:o2:1
# text = Anger makes you play worse, and rest calms you
1	Anger	anger	NOUN	NN	Number=Sing	2	nsubj	_	_
2	makes	make	VERB	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	0	root	_	_
3	you	you	PRON	PRP	Case=Acc|Person=2|PronType=Prs	2	obj	_	_
4	play	play	VERB	VB	VerbForm=Inf	2	xcomp	_	_
5	worse	badly	ADV	RBR	Degree=Cmp	4	advmod	_	SpaceAfter=No
6	,	,	PUNCT	,	_	9	punct	_	_
7	and	and	CCONJ	CC	_	9	cc	_	_
8	rest	rest	NOUN	NN	Number=Sing	9	nsubj	_	_
9	calms	calm	VERB	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	2	conj	_	_
10	you	you	PRON	PRP	Case=Acc|Person=2|PronType=Prs	9	obj	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **make** | present | Anger | you |  |  |  |  | tree rules |
| 2 | **play** | infinitive | you *not said here* |  |  |  |  | badly *property* | vn performance-26.7-1 «NP V»: agent=Agent |
| 3 | **calm** | present | rest | you |  |  |  |  | vn amuse-31.1 «NP V NP»: agent=Stimulus you=Experiencer |

### Option 3 {#o3}

<!-- .ven lang=en -->
It does not help at all

```conllu
# sent_id = question:everyday:243-puzzles-and-video-games:t5:o3:1
# text = It does not help at all
1	It	it	PRON	PRP	Case=Nom|Gender=Neut|Number=Sing|Person=3|PronType=Prs	4	nsubj	_	_
2	does	do	AUX	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	4	aux	_	_
3	not	not	PART	RB	Polarity=Neg	4	advmod	_	_
4	help	help	VERB	VB	VerbForm=Inf	0	root	_	_
5	at	at	ADP	IN	_	6	case	_	_
6	all	all	DET	DT	PronType=Tot	4	obl	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **not** **help** | present · do-support | It |  |  | all |  |  | vn help-72.1-1-1 «NP V PP.theme»: agent=Agent |

### Option 4 {#o4}

<!-- .ven lang=en -->
Games give you easier levels if you stop for a while

```conllu
# sent_id = question:everyday:243-puzzles-and-video-games:t5:o4:1
# text = Games give you easier levels if you stop for a while
1	Games	game	NOUN	NNS	Number=Plur	2	nsubj	_	_
2	give	give	VERB	VBP	Mood=Ind|Number=Plur|Person=3|Tense=Pres|VerbForm=Fin	0	root	_	_
3	you	you	PRON	PRP	Case=Acc|Person=2|PronType=Prs	2	iobj	_	_
4	easier	easy	ADJ	JJR	Degree=Cmp	5	amod	_	_
5	levels	level	NOUN	NNS	Number=Plur	2	obj	_	_
6	if	if	SCONJ	IN	_	8	mark	_	_
7	you	you	PRON	PRP	Case=Nom|Person=2|PronType=Prs	8	nsubj	_	_
8	stop	stop	VERB	VBP	Mood=Ind|Number=Sing|Person=2|Tense=Pres|VerbForm=Fin	2	advcl	_	_
9	for	for	ADP	IN	_	11	case	_	_
10	a	a	DET	DT	Definite=Ind|PronType=Art	11	det	_	_
11	while	while	NOUN	NN	Number=Sing	8	obl	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **give** | present | Games | easier levels | you |  |  |  | vn give-13.1-1 «NP V NP-Dative NP»: agent=Agent you=Recipient level=Theme |
| 2 | **stop** *a condition, not said to happen* | present | you |  |  |  | while |  | vn stop-55.4-1-1 «NP.eventuality V»: agent=Eventuality |

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**Text:** the tests of Mova's primary school, written for Mova (`world/data/school/`), as the course runner gave them to the student. **Trees:** Mova's own parse — the `en` model on the CPU, when the site is built — not checked by a teacher; they may be wrong. **Frames:** Mova's frames reader (`prag`), each text read on its own. Elamur Cosmic License.

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- ← previous: [Puzzles, money and video games, test 4](https://md.mova.elamur.ai/free/en/corpora/questions/everyday/243-puzzles-and-video-games/t4/)
- next →: [Puzzles, money and video games, test 6](https://md.mova.elamur.ai/free/en/corpora/questions/everyday/243-puzzles-and-video-games/t6/)
- ↑ back to [Puzzles, money and video games](https://md.mova.elamur.ai/free/en/corpora/questions/everyday/243-puzzles-and-video-games/)

