978-1319059477 Test Bank Chapter 10

subject Type Homework Help
subject Pages 6
subject Words 955
subject Authors Bettina Fabos, Christopher Martin, Richard Campbell

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Page 1
1.
How far back can the seeds of modern gaming trace its origins?
A)
Dice games in ancient Rome
B)
Penny arcades in the 1880s
C)
Computer games in the 1940s
D)
Internet games in the 1980s
2.
What is the most popular style of digital game in the United States?
A)
Games with a first-person perspective
B)
Puzzle games like Tetris
C)
Real-time strategy games
D)
Word games
3.
Who are “bosses” in gaming terminology?
A)
Parents or teachers who try to limit gaming
B)
Faceless corporate chiefs who run the gaming industry
C)
Characters who represent the final challenge in a game
D)
Gamers who dominate a specific system
4.
What is “isometric perspective”?
A)
The physics theory behind game development and design
B)
The mental attitude that successful gamers develop
C)
A symptom of digital game addiction
D)
A perspective that enhances the sense of three-dimensionality
5.
What is one of the reasons that experienced online gamers form guilds?
A)
To avoid associating with inexperienced or unethical players
B)
To work together to lower game prices
C)
To protect the First Amendment rights of gaming
D)
To design better games
6.
Where are digital games used in addition to the entertainment industry?
A)
Military recruiting
B)
Job training
C)
Multimedia journalism
D)
All options are correct.
Page 2
7.
A 2011 Singapore study showed what percentage of those between grades 3 to 8 could
be classified as digital game addicts?
A)
About 5 percent
B)
About 10 percent
C)
About 35 percent
D)
About 50 percent
8.
What is the primary revenue source for the digital game industry?
A)
Product placement in digital games
B)
Online subscriptions to games
C)
The sale of games and consoles
D)
Movie spin-offs made from digital games
9.
How does advertising typically appear in digital games?
A)
As a brief commercial every time the game starts
B)
As billboards or logos in the game environment
C)
As commercials in the middle of game play, like on television
D)
Ads are not part of digital game revenue
10.
What costs are involved when creating a new digital game?
A)
Design
B)
Advertising
C)
Acquiring intellectual property rights
D)
All options are correct.
11.
How would you compare the cost of creating and launching a major new game to
producing a movie?
A)
Movies require much more advertising.
B)
They are about the same.
C)
Digital games are much cheaper to make.
D)
A major new game can cost even more than a blockbuster film.
12.
What was the Entertainment Software Rating Board created to do?
A)
It rates the quality of gaming consoles.
B)
It labels games for violent and sexual content.
C)
It monitors online gaming sites for identity theft.
D)
It monitors product placement within digital games
Page 3
13.
What did the U.S. Supreme Court rule in 2011 about digital games?
A)
The rating system for games had the force of law.
B)
Digital games had the same free speech rights as literature.
C)
It is illegal to create sexually explicit digital games.
D)
It is illegal to plagiarize digital games.
14.
Fewer than 30 percent of adults play video games.
A)
True
B)
False
15.
Pinball was originally banned in most U.S. cities because it was considered similar to
gambling.
A)
True
B)
False
16.
The first versions of digital games were patented in the 1980s.
A)
True
B)
False
17.
Arcade gaming no longer attracts players because of the development of home gaming.
A)
True
B)
False
18.
Some older games remain popular even though their graphics are not as advanced as
modern games.
A)
True
B)
False
19.
Sales of the Wii U, which takes the often sedentary nature out of video gameplay, as of
June 2016 lags behind Xbox One and PlayStation 4.
A)
True
B)
False
20.
Most handheld games are only played by serious gamers.
A)
True
B)
False
Page 4
21.
Computer-based gaming largely survives in the form of genres not often seen on
consoles, like card games.
A)
True
B)
False
22.
Players involved in online fantasy sports usually lose interest in watching real sports
games.
A)
True
B)
False
23.
A noob is the gamer term for players who intentionally spoil the game for other players.
A)
True
B)
False
24.
Digital game addiction is a problem that affects men and women in equal numbers.
A)
True
B)
False
25.
Many digital games are purposefully designed to cultivate obsessive play.
A)
True
B)
False
26.
The U.S. Supreme Court has granted digital gaming First Amendment rights.
A)
True
B)
False
27.
The Entertainment Software Rating Board was created by the federal government to
monitor digital game content.
A)
True
B)
False
28.
The gaming industry is a prominent part of the mass medium landscape.
A)
True
B)
False
29.
_____ was the company that created Pong, which quickly became the first video game
to hit it big in arcades.
Page 5
30.
_____ provide a narrative respite from game play by providing cinematic scenes that
advance the story; they often appear at the beginning of games and between levels.
31.
_____ is one of the most popular MMORPGs in the world, with 5.5 million players by
the end of 2015.
32.
Tips and cheats shared among gamers are called _____.
33.
Independent game makers must pay licenses for _____the stories, characters,
personalities, and music used in their games.
34.
How has media convergence changed digital gaming?
35.
How has portability changed the gaming business?
36.
How is digital gaming a social medium? Use specific types of games as examples.
37.
What are communities of play? Be sure to describe communities both inside and outside
of digital games.
38.
Describe the evolution of digital gaming, starting with the penny arcade.
page-pf6
Page 6
Answer Key
1.
B
2.
A
3.
C
4.
D
5.
A
6.
D
7.
B
8.
C
9.
B
10.
D
11.
D
12.
B
13.
B
14.
B
15.
A
16.
B
17.
B
18.
A
19.
A
20.
B
21.
A
22.
B
23.
B
24.
B
25.
A
26.
A
27.
B
28.
A
29.
Atari
30.
Cut scenes
31.
World of Warcraft
32.
collective intelligence
33.
intellectual properties
34.
35.
36.
37.
38.

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