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CMN 176 Exam Questions and Answers Latest Update Graded A+

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CMN 176 Exam Questions and Answers Latest Update Graded A+ The ability to customize one's character in videogame is related to which basic psychological need? - Answers Autonomy Taking damage when touching enemies or specific surfaces is _________ an example of: - Answers Game Rules The "ideal self" perspective illustrates how players who felt that gaming brought them closer to their ideal self showed more intrinsic motivation to play. - Answers True Based on sales data, the most popular game genres are: - Answers Action games and shooter games Perhaps one of the most important competence requirements in video games is: - Answers Mastery of game controls. Which statement is true regarding the Need Density Hypothesis? - Answers Players will overuse video games if they experience poor psychological need satisfactions in their daily lives and are also exposed to positive need satisfactions within games. Offering multiplayer options in video games will increase relatedness satisfaction and improving control interface will increase competence satisfaction. - Answers True What does Eudaimonia focus on? - Answers Pursuing Meaning Which one of the following is not a focus of the Self-Determination Theory? - Answers Need satisfaction generated from media engagement will not result in gains in mood, vitality, and other indicators of well-being. Self-determination theory assumes that intrinsic motivation to play video games is linked to: - Answers Competence, autonomy, and relatedness. What is the explanation offered by the reading regarding the positive correlation between social integrative motivations and streamer subscription? - Answers Supporting a streamer offers the opportunity to access a community. Preference for sports and music games was linked to: - Answers Social interaction gratification The Uses and Gratifications perspective considers individuals to be unaware of why they play or watch others play video games. - Answers False What were the 3 main motivations for playing MMOs (EverQuest, Star Wars Galaxies, etc.)? - Answers Achievement, social interaction, immersion According to the Sjoblom and Hamari study, what may be a possible motivation to watch streaming based on the Uses and Gratifications perspective? - Answers individuals watn to learn new knowledge According to the Gamespot video inserted in the lecture (The Point), people play video games to (FIND THE INCORRECT OPTION): - Answers Escape reality (or feel in corntrol or spend more time w friends) "Challenge" as a gratification linked to playing video games refers to: - Answers Playing the game to get to a higher level or to beat the game. According to the Sjoblom and Hamari study, the strongest predictor for why people watch game streaming was: - Answers Tension release Action and shooters were preferred by younger male users, whereas ___________ games were popular among older and female players. - Answers Puzzle and card. Based on the reading, which one of the following is not among the five categories of Uses and Gratification perspective? - Answers Autonomous motivation Based on the reading, which is the most essential motivation of eSport players? - Answers Competition An eSport fan or streamer feels gratification from having more knowledge about game stats, players, teams, etc. compared to others. This is an example of_______ gratification: - Answers Schwabism. The most popular eSport game genre are one-on-one fighting games. - Answers False How was the Bányai et al. (2019) study carried out in terms of methods? - Answers In-Depth interviews with esports players Based on the article, why are eSports not a real sport? - Answers Lack of need for skillful and strategic use of the player's body. After following an eSport player or game streamer, a viewer feels like he/she has established an interpersonal connection with a player or streamer. This is an example of: - Answers Parasocial interaction. According to lecture and accompanying videos, which UC campus has a professional eSports arena and team? - Answers UC Irvine According to the article, what are some possible problematic effects linked to eSports? - Answers Game addiction (Frequent competition leads to developing an overcompetitive personality) According to the reading, what is the biggest psychological difference between gaming for leisure and gaming for work as a professional eSport player? - Answers eSports players transition from intrinsic to extrinsic motivation to play video games. While attempting to beat a record, a skilled video game player draws the attention of crowd. This is an example of: - Answers Circle of watching Which were the two most popular game types among female players (Yee, 2017)? - Answers Matchign gmaes and family/farm simulator What does the cultivation of attitudes and beliefs from video games mean? (Choose the incorrect answer). - Answers Individuals may display a "gamer" persona in public, especially men. Female video game character sexualization peaked in the 1990s and has steadily decreased ever since: - Answers true In general, ____________ tend to show more sexualized female characters. - Answers Fighting games. According to lecture and the accompanying video, how are men stereotypically portrayed in video games? - Answers Men are shown as hypermuscular, emotionally distant, and expendable. According to the reading, why do video game communities possess sexist or misogynist beliefs? - Answers Predominant male composition of gaming communities. Based on the reading, do men and women innately like or dislike video games? - Answers No, interest in video games is mainly due to early socialization processes. According to the reading, why can video game content be sexist toward women? - Answers Women are underrepresented in all roles and levels within the video game industry. An Anita Sarkeesian "Feminist Frequency" video was used as an example of - Answers Portrayal of female characters as "damsels in distress." What is "socialization," according to the reading? - Answers The process of learning to act in a specific way that is acceptable to societal standards. _______ occurs when a player internalizes what happens to a mediated character and processes it as if they were the character. - Answers According to the reading, what is the difference between status and value homophily? - Answers Value homophily refers to the similarity of shared value, attitudes, and beliefs, whereas status homophily refers to similarity on factors such as demographics. _____________refers to players' desire to become and emulate a game character. - Answers Wishful identification.

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CMN 176 Exam Questions and Answers Latest Update Graded A+

The ability to customize one's character in videogame is related to which basic psychological need? -
Answers Autonomy

Taking damage when touching enemies or specific surfaces is _________ an example of: - Answers
Game Rules

The "ideal self" perspective illustrates how players who felt that gaming brought them closer to their
ideal self showed more intrinsic motivation to play. - Answers True

Based on sales data, the most popular game genres are: - Answers Action games and shooter games

Perhaps one of the most important competence requirements in video games is: - Answers Mastery of
game controls.

Which statement is true regarding the Need Density Hypothesis? - Answers Players will overuse video
games if they experience poor psychological need satisfactions in their daily lives and are also exposed
to positive need satisfactions within games.

Offering multiplayer options in video games will increase relatedness satisfaction and improving control
interface will increase competence satisfaction. - Answers True

What does Eudaimonia focus on? - Answers Pursuing Meaning

Which one of the following is not a focus of the Self-Determination Theory? - Answers Need satisfaction
generated from media engagement will not result in gains in mood, vitality, and other indicators of well-
being.

Self-determination theory assumes that intrinsic motivation to play video games is linked to: - Answers
Competence, autonomy, and relatedness.

What is the explanation offered by the reading regarding the positive correlation between social
integrative motivations and streamer subscription? - Answers Supporting a streamer offers the
opportunity to access a community.

Preference for sports and music games was linked to: - Answers Social interaction gratification

The Uses and Gratifications perspective considers individuals to be unaware of why they play or watch
others play video games. - Answers False

What were the 3 main motivations for playing MMOs (EverQuest, Star Wars Galaxies, etc.)? - Answers
Achievement, social interaction, immersion

According to the Sjoblom and Hamari study, what may be a possible motivation to watch streaming
based on the Uses and Gratifications perspective? - Answers individuals watn to learn new knowledge

, According to the Gamespot video inserted in the lecture (The Point), people play video games to (FIND
THE INCORRECT OPTION): - Answers Escape reality

(or feel in corntrol or spend more time w friends)

"Challenge" as a gratification linked to playing video games refers to: - Answers Playing the game to get
to a higher level or to beat the game.

According to the Sjoblom and Hamari study, the strongest predictor for why people watch game
streaming was: - Answers Tension release

Action and shooters were preferred by younger male users, whereas ___________ games were popular
among older and female players. - Answers Puzzle and card.

Based on the reading, which one of the following is not among the five categories of Uses and
Gratification perspective? - Answers Autonomous motivation

Based on the reading, which is the most essential motivation of eSport players? - Answers Competition

An eSport fan or streamer feels gratification from having more knowledge about game stats, players,
teams, etc. compared to others. This is an example of_______ gratification: - Answers Schwabism.

The most popular eSport game genre are one-on-one fighting games. - Answers False

How was the Bányai et al. (2019) study carried out in terms of methods? - Answers In-Depth interviews
with esports players

Based on the article, why are eSports not a real sport? - Answers Lack of need for skillful and strategic
use of the player's body.

After following an eSport player or game streamer, a viewer feels like he/she has established an
interpersonal connection with a player or streamer. This is an example of: - Answers Parasocial
interaction.

According to lecture and accompanying videos, which UC campus has a professional eSports arena and
team? - Answers UC Irvine

According to the article, what are some possible problematic effects linked to eSports? - Answers Game
addiction

(Frequent competition leads to developing an overcompetitive personality)

According to the reading, what is the biggest psychological difference between gaming for leisure and
gaming for work as a professional eSport player? - Answers eSports players transition from intrinsic to
extrinsic motivation to play video games.

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