Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
Test bank
Chapter 8: Social entertainment
Multiple choice questions
1. Which of the following is NOT included in the social entertainment zone?
a. Social music.
b. Social television and film.
c. Social games.
d. Social storefronts.
e. Alternate reality games.
2. Which of the following completes the sentence, Broadly, ______ encompasses the digital
and social forms of media that are otherwise addressed by the entertainment industry?
a. social commerce
b. social entertainment
c. social publishing
d. social participation
e. social community
3. Brands can create owned vehicles of social entertainment by creating which type of
content?
a. Curated.
b. Owned.
c. Branded.
d. Bought.
e. Published.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
4. Which of the following best represents the characteristics of social entertainment?
a. Digitally connected, participatory and shareable.
b. Digitally connected, engaging and shareable.
c. Digitally connected, segmented and shareable.
d. Digitally connected, participatory and likeable.
e. Digitally connected, engaging and likeable.
5. With this type of media, marketers can buy advertising space in and around the source of
entertainment?
a. Social media.
b. Paid media.
c. Product placement.
d. Owned media.
e. Traditional media.
6. Which of the following completes the following sentence, Play as ______ provides
symbolic benefits to the participant in that the form of entertainment is self-expressive,
reveals affinities and interests, and provides for a sense of affiliation?
a. power
b. frivolity
c. fun
d. identity
e. fantasy
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
7. Which of the following completes the sentence, Play as ______ encourages participants to
engage in imaginative experiences?
a. power
b. frivolity
c. fun
d. identity
e. fantasy
8. Which form of entertainment gives brands the ability to use the social entertainment zone
without the expenses of paid media space or content production?
a. Curated.
b. Owned.
c. Branded.
d. Bought.
e. Published.
9. What are the content marketing aspects of social publishing focused on?
a. Performing.
b. Entertainment.
c. Informing.
d. Researching.
e. Experiences.
10. What are the content marketing aspects of social entertainment focused on?
a. Performing.
b. Entertaining.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
c. Informing.
d. Researching.
e. Experiences.
11. Which subset of content marketing seeks to capture and retain attention for a prolonged
period of time by entertaining the audience?
a. Branded entertainment.
b. Social media marketing.
c. Social branded entertainment.
d. Social games.
e. None of these.
12. Which subset of content marketing encourages the audience to interact with the content
and is thought to generate word-ofmouth communication about the respective brand?
a. Branded information.
b. UGC.
c. Social branded entertainment.
d. Social games.
e. None of these.
13. How is social publishing most akin to traditional media?
a. Anyone can publish content in online channels.
b. News organisations can publish content in online channels.
c. Individuals can publish content in online channels.
d. Brands can publish content in online channels.
e. All of these.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
14. Which of the following characteristics is NOT associated with a social game?
a. Multi-player.
b. Competitive.
c. Dedicated.
d. Community-oriented.
e. Solitary.
15. Which type of game is distinguished by low barriers to entry, is easy to learn and requires
a small amount of time per game?
a. Hardcore game.
b. Core game.
c. Social game.
d. Casual game.
e. Game console.
16. Which type of game is distinguished by high barriers to entry, including long playing
times and demand for advanced skills for ongoing play?
a. Hardcore game.
b. Core game.
c. Social game.
d. Casual game.
e. Game console.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
17. Which of the following completes the sentence, ______ gamers value realism in the
games contextual clues and challenge in the games activities, while ______ gamers value
ease of use and immediate gratification?
a. Hardcore; core
b. Core; social
c. Social; casual
d. Casual; core
e. None of these
18. Someone who wants to play Pet Rescue Saga can just hop online and start matching
gemstones for whatever brief time he or she has available. What gaming segment would this
game fall in?
a. Core.
b. Casual.
c. Hardcore.
d. Challenging.
e. Demanding.
19. Which of the following best defines a platform?
a. A form of technology that enables the overlay of digital images and information over a real
(physical) environment.
b. The hardware systems on which the game is played.
c. An interactive, electronic device used to display video games.
d. A two-dimensional barcode that can be read using a webcam or mobile device equipped
with a code reader.
e. The way the game world is experienced.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
20. Which of the following best defines a mode?
a. A form of technology that enables the overlay of digital images and information over a real
(physical) environment.
b. The hardware systems on which the game is played.
c. An interactive, electronic device used to display video games.
d. A two-dimensional barcode that can be read using a webcam or mobile device equipped
with a code reader.
e. The way the game world is experienced.
21. Which of the following describes the visual nature of the game, such as fantasy, horror
and retro?
a. Milieu.
b. Tactic.
c. Mode.
d. Theme.
e. Genre.
22. Which of the following refers to the method of play?
a. QR code.
b. Platform.
c. Mode.
d. Milieu.
e. Genre.
23. Epic Goal, a live action soccer game, falls into which of the following game genres?
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
a. Simulation.
b. First-person shooter.
c. Role-playing.
d. Strategy.
e. Action.
24. A billboard for Under Armor appears in the game you are playing. This is an example of
which of the following?
a. Display ad.
b. Achievement badge.
c. Dark ad.
d. Transactional ad.
e. Product placement.
25. Chipotle developed a mobile social game called Scarecrow that allowed players who
achieved average to high marks in the game to earn coupons that could be redeemed at
Chipotle locations. This is an example of which of the following?
a. Plot placement.
b. Game clutter.
c. Transactional advertising.
d. Gold farming.
e. Advergame.
26. In the movie I Am Sam, Starbucks plays a prominent role as the employer of the lead
character throughout the film. This is an example of which of the following?
a. Plot placement.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
b. Gold farming.
c. Transactional advertising.
d. Augmented reality.
e. Dark marketing.
27. When you play FIFA and see all the soccer players wearing bright yellow Adidas brand
cleats, this is an example of which of the following?
a. Display ad.
b. Achievement badge.
c. Dark ad.
d. Transactional ad.
e. Product placement.
28. Which of the following means that there are way too many games out there that compete
for players attention?
a. Game placement.
b. Game internalisation.
c. Game transference.
d. Game steganography.
e. Game clutter.
29. When players love a game, some of these positive feelings rub off on the brands they
encounter within it. This spillover is referred to as which of the following?
a. The transference effect.
b. Augmented reality.
c. Counterarguing.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
d. Immersive fiction.
e. Internalisation.
30. Which one of the following is NOT a key characteristic of games?
a. Gamers are open to advertising content in games.
b. Brands benefit when they associate with a successful game.
c. Players identify with the brands their characters use, and this increases their brand
involvement.
d. Branding within a games story is an unobtrusive way to share a brands core message.
e. Marketers cannot measure a games promotional value.
31. Which of the following proposes that mental stimulation through storytelling encourages
players to become lost in the story?
a. Dark marketing.
b. Steganography.
c. The meaning transfer model.
d. The narrative transportation theory.
e. The transference effect.
32. Taylor gets lost in playing FIFA to the point that he has now developed a strong love for
Adidas brand clothing, which is prominently advertised and used by characters in the game.
Which of the following provides an explanation for this development?
a. Narrative transportation theory.
b. Steganography.
c. Immersive fiction.
d. Value realism.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
e. Counterarguing.
33. In the Japanese version of Metal Gear Solid, Peace Walker, the character, could drink
Mountain Dew, eat Doritos and spray himself with Axe to recover or develop additional
strength for game play. This is an example of which of the following?
a. A screen placement.
b. A script placement.
c. A display ad.
d. A transactional ad.
e. An achievement badge.
34. When a gamer thinks about all the reasons why the advertising message on the screen
does not apply to them, they are engaging in which of the following?
a. Counterarguing.
b. Internalisation.
c. Rubbernecking.
d. Transference.
e. Augmented reality.
35. Which of the following is NOT true regarding alternate reality games (ARGs)?
a. The story typically unfolds in a linear fashion.
b. ARGs are organic.
c. ARG players rely on the Internet as the hub of communication.
d. ARG players desire to share information with each other.
e. The ARG story is often followed by observers.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
36. Which of the following completes the sentence, ______ follow the game but do not
actively participate, whereas ______ participate in forums but do not actively play?
a. Casual gamers
b. Lurkers
c. Rubberneckers
d. Both Lurkers then Casual gamers
e. Both Lurkers then Rubberneckers
37. The tactic of hiding messages within another medium, such that the message is
undetectable for those who do not know to look for it, is known as which of the following?
a. Dark marketing.
b. Steganography.
c. Immersive fiction.
d. Gold farming.
e. Plot placement.
38. Which of the following is considered to be in the realm of social music?
a. iTunes.
b. Google Play.
c. Pandora.
d. Amazon Music.
e. All of these.
39. Why should marketers consider social music sites as possible ad vehicles?
a. These social sites offer targeting and reach capabilities.