Pregunta 1
Pregunta
About what percentage of Americans are gamers?
Respuesta
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Relatively few --- about 32%
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A little less than half --- 49%
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Almost two thirds --- 58%
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Almost all --- 91%
Pregunta 2
Pregunta
What is the average age of gamers in America?
Respuesta
-
12 years old
-
18 years old
-
24 years old
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30 years old
Pregunta 3
Respuesta
-
Play fewer games than adult men
-
Represent a greater proportion of gamers than teenage boys
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Mostly ignore video games
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Only play games based on romantic television shows
Pregunta 4
Pregunta
Which of the following is true?
Respuesta
-
Boys like video games more than girls
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Boys play video games more frequently than girls
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Boys and girls play video games about the same number of hours per week
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Very few girls play video games
Pregunta 5
Pregunta
Which of the following games is liked more by male players than female players?
Respuesta
-
Racing games
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Strategy games
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Simulations
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Educational
Pregunta 6
Pregunta
Which genre of game is liked more by female players than male players?
Respuesta
-
Racing games
-
Strategy games
-
Simulations
-
Educational
Pregunta 7
Pregunta
Which genre of game is liked more by female players than male players?
Respuesta
-
Racing games
-
Strategy games
-
Simulations
-
Educational
Pregunta 8
Pregunta
Which type of game is liked equally by both male and female players?
Respuesta
-
Racing games
-
Strategy games
-
Simulations
-
Educational games
Pregunta 9
Pregunta
Which of the following would be liked more by girls than boys?
Respuesta
-
A game that features turn-taking
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A game that expresses natural orientation
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A game that has explicit goals
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A game that features many options
Pregunta 10
Pregunta
Which type of play style is more typical of boy play than girl play?
Pregunta 11
Pregunta
According to evolutionary psychologists, play is:
Respuesta
-
Leisure expressiveness
-
Rehearsal for adult behaviors
-
Required for emotional balance
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A self-selective behavior
Pregunta 12
Pregunta
All of the following are uses and gratifications of video games, except:
Respuesta
-
Challenge
-
Motivation
-
Competition
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Fantasy
-
Social interaction
Pregunta 13
Pregunta
Which of the following is a cognitive skill where girls are generally better than boys?
Respuesta
-
2D mental rotation
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Targeting
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Object location memory
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Selective attention
Pregunta 14
Pregunta
Which cognitive skill are boys generally better at than girls?
Respuesta
-
Visual scanning
-
Auditory discrimination
-
Verbal fluency
-
Targeting
Pregunta 15
Pregunta
Boys are more likely than girls to prefer to play video games that feature:
Respuesta
-
Object location memory
-
3D mental rotation
-
Mapping adjustment
-
Symbolic thinking
Pregunta 16
Pregunta
Girls are more likely than boys to prefer playing video games that feature:
Respuesta
-
Object location memory
-
3D mental rotation
-
Mapping adjustment
-
Symbolic thinking
Pregunta 17
Pregunta
The flow state is realized when there is a balance between:
Respuesta
-
Difficulty of the task and mood state of the participant
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Difficulty of the task and skill of the participant
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Urgency of the task and mood state of the participant
-
Urgency of the task and skill of the participant
Pregunta 18
Pregunta
Which of the following is NOT a characteristic of flow?
Respuesta
-
Intense and focused concentration
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A merging of action and awareness
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Loss of reflective self-consciousness
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Increased directive competence
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Distortion of temporal experience
Pregunta 19
Pregunta
Which of the following activity characteristics could hinder a flow state?
Respuesta
-
Concrete goals with manageable rules
-
Ability to adjust opportunities for action to one's capabilities
-
Unclear information on how one is doing
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No distractions present and concentration possible
Pregunta 20
Pregunta
According to the Media Flow Model, when skill is too high and there isn't enough challenge, this results in:
Respuesta
-
Boredom
-
Anxiety
-
Arousal
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Depression
Pregunta 21
Pregunta
According to the Media Flow Model, when challenge is too high and skill is too low this results in:
Respuesta
-
Boredom
-
Anxiety
-
Arousal
-
Depression
Pregunta 22
Pregunta
According to Weber, the neurological explanation for flow is:
Pregunta 23
Pregunta
Which two attentional networks are implicated in Weber's theory of flow?
Respuesta
-
Alerting and orienting
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Orienting and focusing
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Executive and orienting
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Focusing and executive
Pregunta 24
Pregunta
According to Weber, when a person's attention networks oscillate in unison, the person experiences:
Respuesta
-
Highly difficult challenges and increasing skills
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Out of body mental orientation
-
Revisiting of neural focus
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Super attention, lost track of time and neurotransmitter release
Pregunta 25
Pregunta
Which of the following is an example of an actual aggression outcome measure in the violent video game experiment?
Respuesta
-
Use of force to get a confederate to comply
-
Number of physical strikes against another child
-
Physically taking items away from other children
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Adding a letter to make an aggressive word
Pregunta 26
Pregunta
The US Supreme Court video game decision hinged on all of the following except:
Respuesta
-
Whether violent video games are protected under the interstate commerce clause
-
Whether violent video games are speech
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Whether violent video games are a significant threat to society
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Whether violent video games are not worse than violent television and movies
Pregunta 27
Pregunta
Which of the following is true about the music industry?
Respuesta
-
Nowadays, almost everybody buys their music from digital services like iTunes
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Digital music is only popular among college students -- almost 2/3 of people still buy their music at stores
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Slightly more music sales in the US are digital, rather than physical
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Digital music make up a very small percentage of digital sales (about 6-7%)
Pregunta 28
Pregunta
Which of the following is the most popular genre of music?
Respuesta
-
Rock
-
Country
-
Rap
-
Alternative
Pregunta 29
Pregunta
What group makes us the largest audience for music in the US?
Respuesta
-
Pre-teens - 10-15
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Teens - 16-20
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Young adults - 21-25
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Middle adults - 26-40
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Older adults - 41+
Pregunta 30
Pregunta
How many record companies are there?
Respuesta
-
Four
-
Ten
-
Around 20
-
Over 35
Pregunta 31
Pregunta
In the music industry, "deep catalog" refers to what practice?
Respuesta
-
Sales of intellectually complex music like jazz and classical
-
AN extensive collection of music across genres
-
Collecting all records made by a single artist
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Selling old music to people
Pregunta 32
Pregunta
Which of the following is one of the basic assumptions of uses and gratifications research?
Respuesta
-
Media use causes arousal
-
Mass media are used by individuals in response to their felt needs
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Media gratify escapist uses
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Use of media leads to imitation of media characters
Pregunta 33
Pregunta
Uses and gratifications states that all of the following are predictors of media use except:
Respuesta
-
Evolutionary factors
-
Basic human needs
-
Social factors
-
Individual differences
Pregunta 34
Pregunta
Music choice is a function of all the following, except:
Respuesta
-
Social factors
-
Individual differences
-
Biological regulation
-
Market demand
Pregunta 35
Pregunta
Listening to the radio in your car out of habit is an example of:
Respuesta
-
Habitualized use
-
Social utility use
-
Instrumental use
-
Ritualized use
Pregunta 36
Pregunta
Reading the newspaper to find out about the latest student riot is an example of:
Respuesta
-
Habitualized use
-
Social utility use
-
Instrumental use
-
Ritualized use
Pregunta 37
Pregunta
Which type of use focuses primarily on general use of the medium (e.g., people watch TV or listen to records)?
Respuesta
-
Habitualized use
-
Social utility use
-
Instrumental use
-
Ritualized use
Pregunta 38
Pregunta
Which type of use is typified by the highest amount of media use?
Respuesta
-
Habitualized use
-
Social utility use
-
Instrumental use
-
Ritualized use
Pregunta 39
Pregunta
All of the following are uses and gratifications of music, except:
Respuesta
-
Mood management
-
Information
-
Diversion
-
In-group identity
-
Social learning
Pregunta 40
Pregunta
Which medium do people choose most for learning?
Respuesta
-
Television
-
Video games
-
Music
-
Film
Pregunta 41
Pregunta
All of the following are uses and gratifications that are common across television, video games and music, except:
Respuesta
-
Arousal/mood management
-
Social interaction
-
Fantasy
-
Diversion
Pregunta 42
Pregunta
According to Selective Exposure Theory, individuals use media to get back to an optimal state of arousal known as ______?
Respuesta
-
Absorption potential
-
Excitatory homeostasis
-
Hedonic valence
-
Semantic affinity
Pregunta 43
Pregunta
According to the Selective Exposure Theory, the ability of a message to engage or absorb an aroused individual's attention is called:
Respuesta
-
Absorption potential
-
Excitatory homeostasis
-
Hedonic valence
-
Semantic affinity
Pregunta 44
Pregunta
According to the Mood Management Theory, how close the media content is to the mood that is to be reduced is called:
Respuesta
-
Absorption potential
-
Excitatory homeostasis
-
Hedonic valence
-
Semantic affinity
Pregunta 45
Pregunta
In order for mood management to work, the media must:
Respuesta
-
Be excitationally equivalent to the state an individual wants to change
-
Have extremely powerful hedonic valence
-
Reverse the inherent semantic-behavior excitation
-
Be excitationally opposite to the noxious state
Pregunta 46
Pregunta
People who wish to use music to change their mood should use songs that have absorption potential that is:
Pregunta 47
Pregunta
Which of the following events will net the largest television audience?
Respuesta
-
Super Bowl
-
Summer Olympics
-
World Series
-
World Cup
Pregunta 48
Pregunta
Changing the rules of baseball to make it easier for batters to hit home runs is an example of which appeal of sports?
Pregunta 49
Pregunta
Cheering for the Spartans to win the Big Ten Championship game because you are an MSU student is an example of which appeal of sports?
Pregunta 50
Pregunta
Watching your sister's field hockey game on TV is an example of which appeal of sports?
Pregunta 51
Pregunta
Using war metaphors to describe a TV bowling tournament is an example of which appeal of sports?
Pregunta 52
Pregunta
The National Labor Relations Board decided that the Northwestern University football team should be allowed to form a union because:
Respuesta
-
NFL players have a union
-
It will make them more competitive than other teams
-
They need to be able to make minimum wage
-
Players already act like employees
Pregunta 53
Pregunta
The highest paid public employee in most states is:
Pregunta 54
Pregunta
The highest paid public employee in most states is:
Pregunta 55
Pregunta
ESPN is covering the World Indoor Bullying Championship, where Nelson will attempt to set the record by beating up six nerds simultaneously. This is an example of which appeal of sports?
Pregunta 56
Pregunta
People on campus want the Spartan football team (affective relationships) to win and Michigan to lose (favorable outcome). The combination of these appeals is consistent with what theory?
Pregunta 57
Pregunta
Cartman never misses an episode of the television show, Basketball Wives, which repeatedly portrays NBA wives as selfish and vapid. As a result, Cartman believes that NBA wives in general are selfish and spoiled. This is an example of what theory?