978-1319058517 Test Bank Chapter 3

subject Type Homework Help
subject Pages 14
subject Words 2374
subject Authors Bettina Fabos, Christopher Martin, Richard Campbell

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Answer Key
1. A
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45. B
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94.
95.
96.
97.
98.
99.
100.
101.
1. By the late nineteenth century, the availability of leisure time sparked the creation of
mechanical games like pinball.
A) True
B) False
2. Coin-operated games could be found in the penny arcade.
A) True
B) False
3. The first home television game was called Pong.
A) True
B) False
4. One way of charting the evolution of consoles is to track the number of bits (binary
digits) that they can process at one time: the higher the bit rating, the more detailed and
sophisticated the graphics.
A) True
B) False
5. Until 2009, the best-selling video game of all time was Super Mario Bros.
A) True
B) False
6. The early days of the personal computer saw the creation of electronic versions of games
like Solitaire, Hearts, Spades, and Chess.
A) True
B) False
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7. MMORPG stands for “massively multiplayer online role-playing game.”
A) True
B) False
8. One of the most overlooked areas of online gaming is the teen market.
A) True
B) False
9. With its increased profile and flexibility across platforms, the gaming industry has
achieved a mass medium status on par with film or television.
A) True
B) False
10. Most shooter games have a first-person shooter (FPS) perspective.
A) True
B) False
11. The perspective in strategy games is first-person.
A) True
B) False
12. The most inexperienced game players join organized groups called guilds or clans.
A) True
B) False
13. Trolls are players who intentionally spoil the game for others in pick-up groups (PUGs).
A) True
B) False
14. Game sites and blogs are among the most popular external communities for gamers.
A) True
B) False
15. Childsplay.com is perhaps the best-known of the independent community-building sites.
A) True
B) False
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16. Like television shows, books, and comics before them, electronic games have also
inspired movies.
A) True
B) False
17. A 2013 study found that females are two to three times more likely than males to
become addicted to video games.
A) True
B) False
18. Game publishers are legally required to submit games to the ESRB rating system.
A) True
B) False
19. Forty-three percent of U.S. gamers play games on smartphones.
A) True
B) False
20. The only U.S.-based company dominating the video game hardware business is
Microsoft.
A) True
B) False
21. Microsoft famously published its Halo game series to drive sales of the Xbox.
A) True
B) False
22. AAA game titles typically cost much less than a blockbuster film to make and promote.
A) True
B) False
23. One of the biggest launches of any media product ever was the release of Grand Theft
Auto V, which made more than $1 billion in its first three days.
A) True
B) False
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24. The most ubiquitous digital game distributors are Apple's App Store and Google Play.
A) True
B) False
25. Electronic games do not have speech protection under the First Amendment.
A) True
B) False
26. Digital games evolved from their simplest forms in the arcade into which of the
following formats?
A) Television
B) The Internet
C) Handheld devices
D) Computers
E) All of the options are correct.
27. Which arcade game spawned the pinball machine, the most prominent of the mechanical
games?
A) Jukebox
B) Bagatelle
C) Kinetoscope
D) Slot machines
E) Pong
28. Pinball gained mainstream acceptance and popularity after World War II with the
addition of the ______.
A) cathode ray tube
B) Kinetoscope
C) television
D) flipper bumper
E) penny arcade
29. The first home television game, called Odyssey, was developed by ______.
A) Ralph Baer
B) Nolan Bushnell
C) Magnavox
D) Thomas T. Goldsmith and Estle Ray Mann
E) Shigeru Miyamoto
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30. In 1975, Atari began successfully marketing a home version of Pong through an
exclusive deal with ______.
A) Dave and Buster's
B) Magnavox
C) Warner
D) Sears
E) Chuck E. Cheese
31. Today, many electronic games are played on devices specifically used to play video
games called ______.
A) avatars
B) electronic paddles
C) home consoles
D) keyboards
E) None of the options are correct.
32. The Atari 2600, released in 1977, used a(n) ______ processer.
A) 8-bit
B) 32-bit
C) 64-bit
D) 128-bit
E) 256-bit
33. The best example of enduring games is the ______ series created by Nintendo mainstay
Shigeru Miyamoto in 1983.
A) Pong
B) Super Mario Bros.
C) Pac-Man
D) Just Dance
E) Halo
34. The three major home console makers are ______.
A) Atari, Sega, and Nintendo
B) Nintendo, Sega, and Microsoft
C) Microsoft, Sega, and Sony
D) Sony, Atari, and Nintendo
E) Nintendo, Microsoft, and Sony
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35. Since 2014, Sony's ________ has been the most popular of the new generation of
consoles.
A) Wii
B) PlayStation 4
C) Nintendo
D) Atari
E) Xbox
36. Nintendo's most recent console, released in 2006, is the ______.
A) Wii
B) PlayStation
C) Nintendo
D) Atari
E) Xbox
37. Microsoft's first foray into video game consoles was the ______, released in 2001.
A) Wii
B) PlayStation
C) Nintendo
D) Atari
E) Xbox
38. What do the Nintendo Wii and Xbox Kinect have in common?
A) They use various methods of motion detection as part of controlling the video
game.
B) They are examples of using interactive technology to attract non-gamers.
C) They require a gamer to move around more than game systems with traditional
controllers.
D) They provide a much more immersive gaming experience.
E) All of the options are correct.
39. Many of the most popular early first-person shooter games like Doom and Quake were
developed for ______.
A) home computers
B) Xbox
C) Wii
D) handheld devices
E) Atari
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40. Gaming emerged as an online, multiplayer social activity with the introduction of the
Sega Dreamcast in 1999, the first console to feature ______.
A) a motion-sensing controller
B) 3-D graphics
C) a built-in modem
D) joysticks
E) All of the options are correct.
41. Down from its 2010 peak of 12 million subscribers to 5.5 million in 2016, what is the
most popular MMORPG?
A) Club Penguin
B) World of Warcraft
C) Second Life
D) Webkinz
E) Rock Band
42. In 2015, about how many people played fantasy sports in the United States and Canada?
A) 5 million
B) 18 million
C) 25 million
D) 56 million
E) 75 million
43. Nintendo's ______, a two-color handheld console introduced in 1989, popularized the
game Tetris.
A) Game Boy
B) Xbox
C) PS3
D) DS
E) PlayStation Vita
44. The game industry, as represented by the Electronic Software Association, organizes
games by ______.
A) visual style
B) gameplay
C) narrative style
D) platform
E) None of the options are correct.
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45. Maze games like Pac-Man fit into the ______ genre.
A) adventure
B) action
C) role-playing
D) strategy
E) casual games
46. An elevated and angled perspective that enhances the sense of three-dimensionality by
allowing players to see the tops and sides of objects is ______ perspective.
A) first-person
B) omniscient
C) third-person
D) first-person shooter
E) isometric
47. Myst is an example of a typically nonconfrontational ______ game.
A) adventure
B) action
C) role-playing
D) strategy
E) casual
48. ______ games are typically set in a fantasy or sci-fi world in which each player chooses
to play as a character that specializes in a particular skill set.
A) Adventure
B) Action
C) Role-playing
D) Strategy
E) Casual
49. ______ games like SimCity involve managing resources and planning worlds that are
typically based in reality.
A) Adventure
B) Action
C) Role-playing
D) Simulation
E) Casual
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50. Angry Birds is an example of a(n) ______ game.
A) adventure
B) action
C) role-playing
D) strategy
E) casual
51. Temporary gaming teams usually assembled by match-making programs integrated into
the game are called ______.
A) PUGs
B) ninjas
C) MMORPGs
D) noobs
E) clans
52. In virtual gaming communities, clueless beginners are called ______.
A) PUGs
B) ninjas
C) MMORPGs
D) noobs
E) clans
53. In virtual gaming communities, players who snatch loot out of turn and then leave the
group are called ______.
A) PUGs
B) ninjas
C) MMORPGs
D) noobs
E) clans
54. French professor Pierre Lévy coined the term ______ in 1997 to describe the Internet.
A) modding
B) gamespeak
C) collective intelligence
D) virtual community
E) None of the options are correct.
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55. The most advanced form of collective intelligence in gaming is ______.
A) advergames
B) modding
C) MMORPGs
D) blogging
E) None of the options are correct.
56. The independent community-building site Penny-arcade.com started out as a(n) ______.
A) Webcomic
B) app
C) computer game
D) PUG
E) dance game
57. The ______ convention is a convention created by gamers for gamers, held each year in
Seattle and Boston.
A) Blizzcon
B) Electronic Entertainment Expo
C) Penny Arcade Expo
D) Tokyo Game Show
E) Webcomic
58. While video games have been linked to aggression, Granic, Lobel, and Engels wrote a
review article for American Psychologist about the positive _____ effects of video games.
A) emotional
B) cognitive
C) motivational
D) social
E) All of the options are correct.
59. ______ integrate advertisements as billboards, logos, or storefronts inside a game.
A) Advergames
B) In-game advertisements
C) MMORPGs
D) Gamespeaks
E) None of the options are correct.
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60. What percentage of U.S. gamers is found to be addicted?
A) 3.7
B) 8.5
C) 10.3
D) 11.9
E) 15.6
61. In 1976, an arcade game called ______ prompted the first public outcry over violence of
electronic gaming.
A) Death Race
B) Mortal Kombat
C) Night Trap
D) Grand Theft Auto
E) Pac-Man
62. Which one of the following is not a category designated by the Entertainment Software
Rating Board?
A) EC
B) E 10+
C) T
D) T 17+
E) AO
63. The term ______ describes how interactive game experiences are being embedded to
bring competition and rewards to everyday activities.
A) modding
B) gamification
C) advergame
D) misogyny
E) gamespeak
64. About ______ percent of U.S. households have a video console.
A) 25
B) 37
C) 51
D) 62
E) 75
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65. For years, the two major components of the gaming industry have been the console
makers and ______.
A) game players
B) online advertisers
C) smartphone makers
D) game publishers
E) None of the options are correct.
66. The video game console business is dominated by three major players: ______.
A) Sega, Sony, and Nintendo
B) Nintendo, Sega, and Activision
C) Atari, Sony, and Blizzard
D) Microsoft, Sony, and Activision
E) Nintendo, Sony, and Microsoft
67. ______ is a game franchise produced by independent game publisher Blizzard
Entertainment.
A) Guitar Hero
B) Call of Duty
C) World of Warcraft
D) Legend of Zelda
E) All of the options are correct.
68. Game developer King specializes in casual games such as ______.
A) Candy Crush Saga
B) Draw Something
C) Bubble Island
D) FarmVille
E) Angry Birds
69. The most well-known developer and publisher of games for mobile devices is ______.
A) Rovio
B) Ubisoft
C) Sega
D) Zynga
E) Electronic Arts
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70. The successful launch of a game involves ______.
A) online promotions
B) banner ads
C) in-store displays
D) television ads
E) All of the options are correct.
71. According to the American Library Association, what are the limitations of trying to
protect children from inappropriate material on the Internet?
A) Free-to-play
B) Subscription
C) Boxed game/retail
D) Superstore
E) None of the options are correct.
72. Which of the following is an example of a subscription payment game?
A) FarmVille
B) World of Warcraft
C) Call of Duty
D) EverQuest
E) Angry Birds Seasons
73. The _________________________ set the stage for the coming wonders of the movies.
74. The key component of the first video games was the _________________________.
75. Atari's first creation was _________________________, a simple two-dimensional
tennis-style game with two vertical paddles that bounced a white dot back and forth.
76. A graphic interactive “character” situated within the world of a game is called a(n)
_________________________.
77. With the current generation of consoles, _________________________ processors are
the standard.
78. The Nintendo Wii takes the sedentary nature out of video games because it uses a(n)
_________________________.
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79. The increasingly social nature of video games has made them a natural fit for
_________________________.
80. The way in which the rules structure how players interact with the game is called
_________________________.
81. Players who delight in intentionally spoiling the gaming experience for others are called
_________________________.
82. _________________________ is a language filled with jargon, abbreviations, and
acronyms relevant to gameplay.
83. _________________________ is slang for “modifying game software or hardware.”
84. Video games created for purely promotional purposes are called
_________________________.
85. In 1994, the gaming industry founded the _________________________ to institute a
labeling system designed to inform parents of sexual and violent content that might not be
suitable for younger players.
86. The _________________________ game titles are games that represent the current
standard for technical excellence.
87. The stories, characters, personalities, and music that require licensing agreements are
called _________________________.
88. Street Fighter is an example of a(n) _____ game.
89. Minesweeper is an example of a(n) _____ game.
90. Final Fantasy is an example of a(n) _____ game.
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91. Myst is an example of a(n) _____ game.
92. StarCraft is an example of a(n) _____ game.
93. How has the release of the Nintendo Wii, with its wireless motion-sensing controller,
changed video games?
94. How are Apple's devices, games, and distribution system transforming the portable video
game business?
95. What is a dynamic ad? How is it used in gaming?
96. How do video games offer opportunities for advertisers? Give at least two examples.
97. Why are multiplayer online games more likely to induce obsessive play and even gaming
addiction?
98. Explain how game companies are using interactive technology to attract nongamers.
99. Briefly describe the process of digital game development.
100. Briefly describe the three main pay models used by the electronic game industry.
101. Why are some games offered free-to-play, or freemium?
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Answer Key
1. A
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45. B
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