---
title: Identify the principal purpose of a countdown timer displayed upon a… — In-game currency: coins and gems are r… · tree and pragmatics
description: Identify the principal purpose of a countdown timer displayed upon an offer within a game. Exam question 4 of lesson 16 «In-game currency: coins and gems are real money» of the money course of Mova's primary school, with the dependency tree and pragmatics of the question and of each option; Mova's c
---

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# Exam question 4 · In-game currency: coins and gems are real money

<!-- .ven lang=en -->
Identify the principal purpose of a countdown timer displayed upon an offer within a game.

<!-- .vintro -->
**Mova's choice:** option 2 · **The right answer:** option 2 · right ✓ · **Who acts:** you, principal purpose, countdown timer · **What happens:** identify, display, purpose

<!-- .vabout -->
This is exam question 4 of lesson 16 «In-game currency: coins and gems are real money» of the money course of Mova's primary school, asked in stiff, formal language. 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/money/16-in-game-currency-coins-and-gems-are-real-money/#e4).

## The question {#question}

```conllu
# sent_id = question:money:16-in-game-currency-coins-and-gems-are-real-money:e4:1
# text = Identify the principal purpose of a countdown timer displayed upon an offer within a game.
1	Identify	identify	VERB	VB	Mood=Imp|VerbForm=Fin	0	root	_	_
2	the	the	DET	DT	Definite=Def|PronType=Art	4	det	_	_
3	principal	principal	ADJ	JJ	Degree=Pos	4	amod	_	_
4	purpose	purpose	NOUN	NN	Number=Sing	9	nsubj	_	_
5	of	of	ADP	IN	_	8	case	_	_
6	a	a	DET	DT	Definite=Ind|PronType=Art	8	det	_	_
7	countdown	countdown	NOUN	NN	Number=Sing	8	compound	_	_
8	timer	timer	NOUN	NN	Number=Sing	4	nmod	_	_
9	displayed	display	VERB	VBD	Mood=Ind|Number=Sing|Person=3|Tense=Past|VerbForm=Fin	1	parataxis	_	_
10	upon	upon	ADP	IN	_	12	case	_	_
11	an	a	DET	DT	Definite=Ind|PronType=Art	12	det	_	_
12	offer	offer	NOUN	NN	Number=Sing	9	obl	_	_
13	within	within	ADP	IN	_	15	case	_	_
14	a	a	DET	DT	Definite=Ind|PronType=Art	15	det	_	_
15	game	game	NOUN	NN	Number=Sing	9	obl	_	SpaceAfter=No
16	.	.	PUNCT	.	_	1	punct	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **identify** | imperative | you *not said here* |  |  |  |  |  | vn empathize-88.2 «NP V»: agent=Experiencer |
| 2 | **display** | past | the principal purpose of a countdown timer |  |  |  |  | upon a offer; within a game | vn reflexive\_appearance-48.1.2 «NP V NP»: agent=Agent |
| 3 | **purpose** |  | a countdown timer |  |  |  |  |  | nom purpose «cognition intransitive»: of=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 -->
To guarantee that the offer shall never recur

```conllu
# sent_id = question:money:16-in-game-currency-coins-and-gems-are-real-money:e4:o1:1
# text = To guarantee that the offer shall never recur
1	To	to	PART	TO	_	2	mark	_	_
2	guarantee	guarantee	VERB	VB	Mood=Imp|VerbForm=Fin	0	root	_	_
3	that	that	SCONJ	IN	_	8	mark	_	_
4	the	the	DET	DT	Definite=Def|PronType=Art	5	det	_	_
5	offer	offer	NOUN	NN	Number=Sing	8	nsubj	_	_
6	shall	shall	AUX	MD	VerbForm=Fin	8	aux	_	_
7	never	never	ADV	RB	PronType=Neg	8	advmod	_	_
8	recur	recur	VERB	VB	VerbForm=Inf	2	ccomp	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **guarantee** | to-infinitive |  |  |  |  |  |  | vn ensure-99 «NP V that S»: agent=Precondition clause=Theme |
| 2 | **not** **recur** | shall | the offer |  |  |  |  |  | vn occur-48.3 «NP V»: agent=Theme |

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

<!-- .ven lang=en -->
To induce haste and thereby discourage consideration of the price

```conllu
# sent_id = question:money:16-in-game-currency-coins-and-gems-are-real-money:e4:o2:1
# text = To induce haste and thereby discourage consideration of the price
1	To	to	PART	TO	_	2	mark	_	_
2	induce	induce	VERB	VB	Mood=Imp|VerbForm=Fin	0	root	_	_
3	haste	haste	NOUN	NN	Number=Sing	2	obj	_	_
4	and	and	CCONJ	CC	_	6	cc	_	_
5	thereby	thereby	ADV	RB	_	6	advmod	_	_
6	discourage	discourage	VERB	VB	Mood=Imp|VerbForm=Fin	2	conj	_	_
7	consideration	consideration	NOUN	NN	Number=Sing	6	obj	_	_
8	of	of	ADP	IN	_	10	case	_	_
9	the	the	DET	DT	Definite=Def|PronType=Art	10	det	_	_
10	price	price	NOUN	NN	Number=Sing	7	nmod	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **induce** | to-infinitive |  | haste |  |  |  |  | vn compel-59.1-1 «NP V NP»: agent=Agent haste=Patient |
| 2 | **discourage** | infinitive |  | consideration of the price |  |  |  | thereby *property* | vn amuse-31.1 «NP V NP»: agent=Stimulus consideration=Experiencer |
| 3 | **consider** |  |  | the price |  |  |  |  | nom consideration «cognition transitive»: of=patient |

### Option 3 {#o3}

<!-- .ven lang=en -->
To inform the player of the time remaining before bedtime

```conllu
# sent_id = question:money:16-in-game-currency-coins-and-gems-are-real-money:e4:o3:1
# text = To inform the player of the time remaining before bedtime
1	To	to	PART	TO	_	2	mark	_	_
2	inform	inform	VERB	VB	Mood=Imp|VerbForm=Fin	0	root	_	_
3	the	the	DET	DT	Definite=Def|PronType=Art	4	det	_	_
4	player	player	NOUN	NN	Number=Sing	2	obj	_	_
5	of	of	ADP	IN	_	7	case	_	_
6	the	the	DET	DT	Definite=Def|PronType=Art	7	det	_	_
7	time	time	NOUN	NN	Number=Sing	4	nmod	_	_
8	remaining	remain	VERB	VBG	VerbForm=Ger	4	acl	_	_
9	before	before	ADP	IN	_	10	case	_	_
10	bedtime	bedtime	NOUN	NN	Number=Sing	8	obl	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **inform** *speech: other* | to-infinitive |  | the player of the time |  |  |  |  | vn tell-37.2 «NP V NP.recipient»: agent=Agent player=Recipient |
| 2 | **remain** | gerund | the player of the time *not said here* |  |  | bedtime |  |  | vn exist-47.1 «NP V PP.location»: agent=Theme before bedtime=Location |

### Option 4 {#o4}

<!-- .ven lang=en -->
To indicate the duration of play hitherto completed

```conllu
# sent_id = question:money:16-in-game-currency-coins-and-gems-are-real-money:e4:o4:1
# text = To indicate the duration of play hitherto completed
1	To	to	PART	TO	_	2	mark	_	_
2	indicate	indicate	VERB	VB	Mood=Imp|VerbForm=Fin	0	root	_	_
3	the	the	DET	DT	Definite=Def|PronType=Art	4	det	_	_
4	duration	duration	NOUN	NN	Number=Sing	2	obj	_	_
5	of	of	ADP	IN	_	6	case	_	_
6	play	play	NOUN	NN	Number=Sing	4	nmod	_	_
7	hitherto	hitherto	ADV	RB	_	8	advmod	_	_
8	completed	complete	VERB	VBN	Tense=Past|VerbForm=Part|Voice=Pass	2	advcl	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **indicate** | to-infinitive |  | the duration of play |  |  |  |  | vn indicate-78-1 «NP V NP»: agent=Pivot duration=Topic |
| 2 | **complete** | participle |  |  |  |  |  | hitherto *property* | vn complete-55.2 «NP V S\_ING»: agent=Agent |

<!-- div src -->

**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.

<!-- /div -->

<!-- pn -->
- ← previous: [In-game currency: coins and gems are r…, exam 3](https://md.mova.elamur.ai/free/en/corpora/questions/money/16-in-game-currency-coins-and-gems-are-real-money/e3/)
- next →: [Loot boxes and "free" skins, test 1](https://md.mova.elamur.ai/free/en/corpora/questions/money/17-loot-boxes-and-free-skins/t1/)
- ↑ back to [In-game currency: coins and gems are real money](https://md.mova.elamur.ai/free/en/corpora/questions/money/16-in-game-currency-coins-and-gems-are-real-money/)

