Dines, Gender, Race, and Class in Media, 5e
SAGE Publications, 2018
A. the idea that online spaces are much safer than traditional spaces, with people rarely
if ever being abused
B. the abuse people endure in sport games
C. the sustained abuse many people endure in order to participate in online spaces
D. the positivity of online spaces as spaces away from the harassment found in many
real day–to-day places
10. Gamergaters’ references to war create ______.
A. an exciting metaphor that will both engage people’s interest and cause them to think
about the situation differently
B. a feeling of intensity to keep the audience’s attention
C. an underlying message about the state of our society
D. a narrative framing to set themselves as “the good guys” on a quest for truths
11. As the article details, massively multiplayer online role playing games (MMOs) such
as World of Warcraft (WoW), Lineage II, and Everquest are immensely profitable,
skillfully designed, immersive, and beautifully detailed virtual worlds that enable both
exciting gameplay and ______.
A. the creation of real-time digitally embodied communities
B. cool characters that you can relate to in the real world
C. the creation of complex social experiments that can influence how people think about
games
D. complex economies that can teach players about real-world finances
12. What criteria does the author mean when she says that “no multiplayer social game
could meet that criterion at all times”?
A. Games must be mostly or partially free for all players at all times but can charge if
players want to spend money on specialty content.
B. Games must be entirely free of racist discourse in order to be culturally important or
socially productive, in short, to be “good.”
C. Games must be completely free of visually disturbing imagery and content.
D. Games must limit the amount of violence and must always keep their content
appropriate for all audiences.