978-1319102852 Test Bank Chapter 3

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subject Pages 9
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subject Authors Bettina Fabos, Christopher Martin, Richard Campbell

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Chapter 03: Multiple Choice
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Multiple Choice
1. By the late nineteenth century, the availability of leisure time had sparked the creation of
mechanical games like pinball.
a.
True
b.
False
ANSWER:
a
2. Coin-operated games could be found in the penny arcade.
a.
True
b.
False
ANSWER:
a
3. Atari successfully marketed a home version of Pong.
a.
True
b.
False
ANSWER:
a
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
ANSWER:
a
5. Until 2009, the best-selling video game of all time was Super Mario Bros.
a.
True
b.
False
ANSWER:
a
6. The only U.S.-based company dominating the video game console business is Microsoft.
a.
True
b.
False
ANSWER:
b
7. Microsoft famously published its Halo game series to drive sales of the Xbox.
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a.
True
b.
False
ANSWER:
a
8. 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
ANSWER:
a
9. Many of the early first-person shooter games were designed for computers.
a.
True
b.
False
ANSWER:
a
10. Nintendo 3DS is immensely popular and faces no competition from smartphones.
a.
True
b.
False
ANSWER:
b
11. MMORPG stands for "massively multiplayer online role-playing game."
a.
True
b.
False
ANSWER:
a
12. One of the most overlooked areas of online gaming is the teen market.
a.
True
b.
False
ANSWER:
b
13. 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
ANSWER:
a
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Chapter 03: Multiple Choice
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14. Trolls are players who intentionally spoil the game for others in pick-up groups.
a.
True
b.
False
ANSWER:
a
15. The most inexperienced game players join organized groups called guilds or clans.
a.
True
b.
False
ANSWER:
b
16. Gaming sites and blogs are among the most popular external communities for gamers.
a.
True
b.
False
ANSWER:
a
17. Childsplay.com is perhaps the best-known of the independent community-building sites.
a.
True
b.
False
ANSWER:
b
18. Like television shows, books, and comics before them, electronic games have inspired
movies.
a.
True
b.
False
ANSWER:
a
19. 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
ANSWER:
b
20. Game publishers are legally required to submit games to the ESRB rating system.
a.
True
b.
False
ANSWER:
b
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Chapter 03: Multiple Choice
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21. AAA game titles typically cost much less than a blockbuster film to make and promote.
a.
True
b.
False
ANSWER:
b
22. 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
ANSWER:
a
23. The most ubiquitous digital game distributors are Apple's App Store and Google Play.
a.
True
b.
False
ANSWER:
a
24. Electronic games do not have speech protection under the First Amendment.
a.
True
b.
False
ANSWER:
b
25. Digital games evolved from their simplest forms in the arcade into all of the following
formats except _____.
a.
television
b.
radio
c.
handheld devices
d.
computers
ANSWER:
b
26. Which arcade game spawned the pinball machine, the most prominent of the mechanical
games?
a.
jukebox
b.
bagatelle
c.
slot machines
d.
pong
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Chapter 03: Multiple Choice
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ANSWER:
b
27. 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
ANSWER:
d
28. The first home television game, called Odyssey, was developed by _____.
a.
Ralph Baer
b.
Nolan Bushnell
c.
Thomas T. Goldsmith and Estle Ray Mann
d.
Shigeru Miyamoto
ANSWER:
a
29. 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
ANSWER:
d
30. _____ have become increasingly more powerful since the appearance of the early Atari in the
1970s.
a.
Avatars
b.
Electronic paddles
c.
Home consoles
d.
Keyboards
ANSWER:
c
31. The Atari 2600, released in 1977, used a(n) ______ processor.
a.
8-bit
b.
32-bit
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c.
64-bit
d.
128-bit
ANSWER:
a
32. 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.
Halo
ANSWER:
b
33. The three major home console makers are _____.
a.
Atari, Sega, and Nintendo
b.
Nintendo, Sega, and Microsoft
c.
Sony, Atari, and Nintendo
d.
Nintendo, Sony, and Microsoft
ANSWER:
d
34. Nintendo's most recent console, released in 2006, is the _____.
a.
Wii
b.
PlayStation
c.
Nintendo
d.
Atari
ANSWER:
a
35. Since 2014, Sony's ________ has been the best-selling brand of the current generation of
consoles.
a.
Wii
b.
PlayStation 4
c.
Nintendo
d.
Xbox
ANSWER:
b
36. In 2001, Microsoft entered the world of serious gaming with its _____.
a.
Wii
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b.
PlayStation
c.
Nintendo
d.
Xbox
ANSWER:
d
37. Which of the following is not true about the Nintendo Wii and the Xbox Kinect?
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 can be used interchangeably on the other's system.
ANSWER:
d
38. 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
ANSWER:
a
39. Nintendo's ______, a two-color handheld console introduced in 1989, popularized the game
Tetris.
a.
Game Boy
b.
Xbox
c.
PS3
d.
DS
ANSWER:
a
40. 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
ANSWER:
b
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Chapter 03: Multiple Choice
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41. In 2017, about how many people played fantasy sports in the United States and Canada?
a.
5.3 million
b.
18.2 million
c.
25 million
d.
59.3 million
ANSWER:
d
42. French professor Pierre Lévy coined the term ______ in 1997 to describe the Internet.
a.
modding
b.
gamespeak
c.
collective intelligence
d.
virtual community
ANSWER:
c
43. The most advanced form of collective intelligence in gaming is ______.
a.
advergaming
b.
modding
c.
MMORPG
d.
blogging
ANSWER:
b
44. The independent community-building website Penny Arcade started out as a(n) ______.
a.
webcomic
b.
app
c.
computer game
d.
dance game
ANSWER:
a
45. The ______ 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
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Chapter 03: Multiple Choice
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ANSWER:
c
46. ______ integrate ads into a game as billboards, logos, or storefronts.
a.
Advergames
b.
In-game advertisements
c.
MMORPGs
d.
Gamespeaks
ANSWER:
b
47. What percentage of U.S. gamers is found to be addicted?
a.
3.7
b.
8.5
c.
10.3
d.
11.9
ANSWER:
b
48. In 1976, an arcade game called ______ prompted the first public outcry over the violence of
electronic gaming.
a.
Death Race
b.
Mortal Kombat
c.
Night Trap
d.
Grand Theft Auto
ANSWER:
a
49. 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+
ANSWER:
d
50. The term ______ describes how interactive game experiences are being embedded to bring
competition and rewards to everyday activities.
a.
modding
b.
gamification
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c.
advergame
d.
gamespeak
ANSWER:
b
51. Today, ______ percent of American households have someone at home who regularly plays
video games.
a.
25
b.
37
c.
65
d.
62
ANSWER:
c
52. 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
ANSWER:
d
53. ______ 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
ANSWER:
c
54. Activision Blizzard has become a publishing giant in the industry, even expanding its
offerings by purchasing mobile and social gamemaker King, maker of ______.
a.
Candy Crush Saga
b.
Draw Something
c.
Bubble Island
d.
FarmVille
ANSWER:
a
55. The most well-known developer and publisher of games for mobile devices is ______.
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Chapter 03: Multiple Choice
a.
Rovio
b.
Ubisoft
c.
Sega
d.
Zynga
ANSWER:
a
56. The successful launch of a game involves all of the following except ______.
a.
online promotions
b.
banner ads
c.
radio ads
d.
television ads
ANSWER:
c
57. Which of the following is an example of a subscription payment game?
a.
FarmVille
b.
World of Warcraft
c.
Call of Duty
d.
EverQuest
ANSWER:
b
Essay
1. How has the release of the Nintendo Wii, with its wireless motion-sensing controller, changed
video games?
ANSWER:
In 2006, Nintendo released a new kind of console, the Wii, which supported
traditional video games like New Super Mario Bros. but was first to add a wireless
motion-sensing controller that took the often-sedentary nature out of gameplay.
Games like Wii Sports require the user to mimic the full-body motion of bowling or
playing tennis, while Wii Fit uses a wireless balance board for interactive yoga,
strength, aerobic, and balance games. Nintendo's Switch (2017) is a significant
departure from previous Nintendo consoles, as it easily moves from a console to a
portable system. When the tablet-size touchscreen is in a dock, it's a console for
playing games on a TV monitor; when the touchscreen is removed, it "switches" into
a portable system, with detachable joysticks/controllers.
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Chapter 03: Multiple Choice
ANSWER:
Commercialism is as prevalent in video games as it is in most entertainment media.
Advergames, like television's infomercials or newspapers' and magazines'
advertorials, are video games created for purely promotional purposes. The first
notable advergame debuted in 1992, when Chester Cheetah, the official mascot for
Cheetos snacks, starred in two video games for the Sega Genesis and Super Nintendo
systems. In-game advertisements are more subtle; ads are integrated into the game as
billboards, logos, or storefronts (e.g., a Farmers Insurance airship floating by in
FarmVille, or Dove soap spas appearing in The Sims Social), or advertised products
appear as components of the game (e.g., Mercedes Benz automobiles in Mario Kart 8
Deluxe). (www.theesa.com)
3. What is a dynamic ad? How is it used in gaming?
ANSWER:
Some in-game advertisements are static, which means the ads are permanently placed
in the game. Other in-game ads are dynamic, which means the ads are digitally
networked and can be altered remotely, so agencies can tailor them according to
release time, geographical location, or user preferences. A movie ad, for example,
can have multiple configurations to reflect the movie's release date and screening
markets. Advertisers can also record data on users who come in contact with a
dynamic ad, such as how long they look at it, from what angle, and how often, and
can thus determine how to alter their ad campaigns in the future. The Xbox Kinect
has taken dynamic advertising one step further, enabling players to engage with the
in-game ads using motion and voice control to learn more about a product.
4. Why are multiplayer online games more likely to induce obsessive play and even gaming
addiction?
ANSWER:
Gender is a factor in game addiction: A 2013 study found that males are much more
susceptible to game addiction. This makes sense, given that the most popular
gamesaction and shooter gamesare heavily geared toward males. (Rehbein and
Baier, "Family-, Media-, and School-Related Factors of Video Game Addiction: A 5-
Year Longitudinal Study," Journal of Media Psychology: Theories, Methods, and
Application 25, no. 3 (2013): 118128) These findings are also not entirely
surprising, given that many electronic games are addictive not by accident but by
design. Just as habit formation is a primary goal of virtually every commercial form
of electronic media, from newspapers to television to radio, cultivating
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Chapter 03: Multiple Choice
subscription fees. These games have elaborate achievement systems with hard-to-
resist rewards that include military ranks like "General" or fanciful titles like "King
Slayer," as well as special armor, weapons, and mounts (creatures your avatar can
ride, including bears, wolves, or even dragons), all aimed at turning casual players
into habitual ones.
5. Briefly describe the process of digital game development.
ANSWER:
The largest part of the development budgetthe money spent designing, coding,
scoring, and testing a gamegoes to paying talent, digital artists, and game testers.
Each new generation of gaming platforms doubles the number of people involved in
designing, programming, and mixing digitized images and sounds.
6. Briefly describe the three main pay models used by the electronic game industry.
ANSWER:
The boxed game/retail model is the most traditional and dates back to the days of
cartridges on Atari, Sega, and Nintendo console systems. Some games are also sold
via a subscription model, in which gamers pay a monthly fee to play. Free-to-play
(sometimes called freemium) is common with casual and online games, like 100
Balls. Free-to-play games are offered online or as downloads at no charge to gain or
retain a large audience.
7. Why are some games offered free-to-play, or freemium?
ANSWER:
Free-to-play (sometimes called freemium) is common with casual and online games,
like 100 Balls. Free-to-play games are offered online or as downloads at no charge to
gain or retain a large audience. These games make money by selling extras, like
power boosters (to aid in gameplay), or in-game subscriptions for upgraded play. In
addition to free casual games (like Angry Birds Seasons, Clash of Clans, and Temple
Run), popular MOBA games like League of Legends are free-to-play and generate
revenue through in-game purchases.
Completion
1. The _______ set the stage for the coming wonders of the movies.
ANSWER:
kinetoscope
2. The key component of the first video games was the _______.
ANSWER:
cathode ray tube
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3. Atari's first creation was _______, a simple two-dimensional tennis-style game, with two
vertical paddles that bounced a white dot back and forth.
ANSWER:
Pong
4. A graphic interactive "character" situated within the world of a game is called a(n) _______.
ANSWER:
avatar
5. With the current generation of consoles, _______ processors are the standard.
ANSWER:
256-bit
6. The Nintendo Wii takes the sedentary nature out of video games because it uses a(n) _______.
ANSWER:
motion-sensing controller
7. The way in which the rules structure how players interact with the game is called _______.
ANSWER:
gameplay
8. Street Fighter is an example of a(n) _______ game.
ANSWER:
action or fighting
9. Players who delight in intentionally spoiling the gaming experience for others are called
_______.
ANSWER:
trolls
10. _______ is slang for "modifying game software or hardware."
ANSWER:
Modding
11. Video games created for purely promotional purposes are called _______.
ANSWER:
advergames
12. 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.
ANSWER:
Entertainment Software Rating Board (ESRB)
13. _______ game titles are games that represent the current standard for technical excellence.
ANSWER:
AAA
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14. The stories, characters, personalities, and music that require licensing agreements are called
_______.
ANSWER:
intellectual properties

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