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SAGE Publishing, 2021
b. Advertisers can target using age, gender, preferred music genre and location.
c. Ad impressions are charged on a CPM basis.
d. Production may be provided by the site.
e. All of these.
40. ClickZ defined which of the following as technology that supports communication and
social interaction in either the context of watching television, or related to TV content?
a. Social music.
b. Social celebrity.
c. Social games.
d. Social TV.
e. None of these.
41. For social TV to be considered social media marketing, it must meet which of the
following objectives?
a. Should be designed to meet marketing objectives.
b. Must be shareable.
c. Must be participatory.
d. All of these.
e. None of these.
42. Influencers are trusted above many other information sources because of their perceived
______ and ______.
a. Authenticity.
b. Transparency.
c. Expertise.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
d. Both Authenticity and Transparency.
e. Both Authenticity and Expertise.
43. More than 20 of the top 100 YouTube channels with the most subscribers worldwide are
______ related.
a. music
b. TV
c. review
d. gaming
e. None of these
44. Which of the following describes the Lets Play video format in the original digital
video gaming category?
a. Helps gamers improve their skills.
b. Video coverage of a gamer in gameplay with commentary.
c. Emotional responses to gaming experiences.
d. Video of a creator completing a challenge dare.
e. None of these.
45. The organic development of Twitter communities around programming like The Walking
Dead has allowed people to converse about shows in real time. This is an example of how
marketers are using which of the following to share brand messaging?
a. Social TV.
b. Social games.
c. Social music.
d. Social celebrity.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
e. None of these.
46. Social music promotions include which of the following?
a. Audio ads.
b. Display ads.
c. Homepage takeovers.
d. Branded playlists.
e. All of these.
47. Coca-Colas Placelists campaign provides a good example of how marketers are using
which of the following to share brand messaging?
a. Social TV.
b. Social games.
c. Social music.
d. Social celebrity.
e. None of these.
48. Which of the following encompasses events, performances and activities, which are
experienced and shared using social media and designed to provide the audience with
pleasure and enjoyment?
a. Social community zone.
b. Social publishing zone.
c. Social entertainment zone.
d. Social commerce zone.
e. None of these.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
49. Which of the following best completes the sentence, The distinction between the zones
of social publishing and social entertainment is the orientation: ______-sharing versus
______-sharing.?
a. entertainment; knowledge
b. knowledge; entertainment
c. brand; entertainment
d. entertainment; brand
e. None of these
50. According to Play Theory, what are the four motivations for individuals to participate
relevant to the social entertainment zone?
a. Fantasy, identity, power, belonging.
b. Frivolity, identity, belonging, power.
c. Belonging, power, fantasy, frivolity.
d. Power, identity, fantasy, frivolity.
e. None of these.
51. Which of the following completes the sentence, Play as ______ provides participants
with a competitive task.?
a. power
b. frivolity
c. fun
d. identity
e. fantasy
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
52. Which of the following completes the sentence, Play as ______ provides for fun and
goals are relaxing rather than challenging.?
a. power
b. frivolity
c. fun
d. identity
e. fantasy
53. Why do brands turn to social entertainment?
a. Social entertainment can reach audiences where and when they are spending time, in a
context that enables frequent engagement with the brand message.
b. While traditional advertising is sometimes thought of as irritating, people find value in
brand integrations with entertainment.
c. All forms of social entertainment, whether branded or not, provide for a more immersive
and longer-lasting experience with the brand.
d. All of these.
e. None of these.
54. Which of the following terms refers to a multiplayer, competitive, goal-oriented activity
with defined rules of engagement and online connectivity enabling conversation among a
community?
a. Social community.
b. Social forum.
c. Social entertainment.
d. Social music.
e. Social game.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
55. Which of the following does NOT represent a key element in social games?
a. Leaderboards.
b. Achievement badges.
c. Friend lists.
d. Meetups.
e. None of these.
56. Which of the following best describes the gender differences in preferred types of social
games?
a. The gender mix of casual social gamers no longer skews male.
b. Women tend to show a preference for puzzle and trivia games.
c. Historically, casual gamers trend older and female whereas hardcore gamers skew younger
and male.
d. Both women tend to show a preference for puzzle and trivia games, and historically, casual
gamers trend older and female whereas hardcore gamers skew younger and male.
e. All of these.
57. Which of the following best completes the sentence, Social games have relatively low
______, but overall games exhibit a high degree of ______.?
a. stickiness; reach
b. reach; stickiness
c. stickiness; addiction
d. reach; addiction
e. None of these
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
58. What type of game attempts to depict real world situations as accurately as possible?
a. Simulation games.
b. Action games.
c. Role-playing games.
d. Strategy games.
e. None of these.
59. What type of game is performative in that the player chooses an action that the game then
executes?
a. Simulation games.
b. Action games.
c. Role-playing games.
d. Strategy games.
e. None of these.
60. What type of game has the player adopt the identity of a character with the goal of
completing some mission often tied to the milieu of fantasy?
a. Simulation games.
b. Action games.
c. Role-playing games.
d. Strategy games.
e. None of these.
61. What type of game may involve contextualizing information available from secondary
sources outside the game itself, including previous experience with game play?
a. Simulation games.
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SAGE Publishing, 2021
b. Action games.
c. Role-playing games.
d. Strategy games.
e. None of these.
62. What is a game that delivers a branded message?
a. Advergame.
b. Freemium game.
c. In-game advertising.
d. Dynamic game.
e. None of these.
63. Marketers can choose from among four general methods for around and in-game
advertising. Which type of ads are hard-coded into the game and ensure that all players view
the advertising?
a. Display ads.
b. Static ads.
c. Game ads.
d. Dynamic ads.
e. None of these.
64. Marketers can choose from among four general methods for around and in-game
advertising. Which type of ads are variable and change based on specified criteria?
a. Display ads.
b. Static ads.
c. Game ads.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
d. Dynamic ads.
e. None of these.
65. Marketers can choose from among four general methods for around and in-game
advertising. Which type of ad launches a branded mini-game within a game?
a. Display ads.
b. Static ads.
c. Game ads.
d. Dynamic ads.
e. None of these.
66. Marketers can choose from among four general methods for around and in-game
advertising. Which type of ads are integrated into a games environment as billboards, movie
posters and storefronts (depending of course on the games context), or simply as ad space
within the game screen?
a. Display ads.
b. Static ads.
c. Game ads.
d. Dynamic ads.
e. None of these.
67. When a player answers a survey in-between game levels and receives points or other
game currency as a reward, this is referred to as which of the following?
a. A value-exchange offer.
b. Transactional advertising.
c. Transference.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
d. Both A value-exchange offer and Transactional advertising.
e. All of these.
68. Which of the following terms best completes the sentence, In-game ads are often
connected to ______, which are perceived as a form of currency among game players.?
a. display ads
b. dynamic ads
c. value-exchange offers
d. promotional codes
e. None of these
69. Which of the following visually incorporates the brand into the scenery and are the most
common form of product placement?
a. Screen placement.
b. Script placement.
c. Narrative placement.
d. Brand placement.
e. None of these.
70. Which of the following includes verbal mentions of brand names and attributes in the plot
of a game?
a. Screen placement.
b. Script placement.
c. Narrative placement.
d. Brand placement.
e. None of these.
Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
71. Which of the following refers to a cross-media genre of interactive fiction using multiple
delivery and communications media, including television, radio, newspapers, Internet, email,
SMS, telephone, voicemail and postal service?
a. RPGs.
b. MMORPGs.
c. Dark RPGs.
d. ARGs.
e. None of these.
72. Although an ARG benefits from a sponsors deep pockets, many of the games do not
identify who is behind the effort. Instead, players play until the mystery is solved (or the
sponsorship is inadvertently discovered and leaked to the community) and the brand sponsor
is revealed. What type of ARG does this describe?
a. Secret ARGs.
b. Massively multiplayer ARGs.
c. Dark RPGs.
d. Dark play ARGs.
e. None of these.