MAS 101 FINAL EXAM QUESTIONS & ANSWERS
1. 2. In what year was Pong released?- Answer - 1972
2. 3. The authors note that by 2021, e-sports would have exceeded how
much money in revenues?- Answer - 200 billion
3. 4. What aspect of everyday life helped in the development of
mechanical games by the late 1800s?- Answer - mass consumption and leisure time
4. 5. What are the four major platforms used for playing digital games today?-
- Answer - sony, Microsoft, gaming, mobile
5. 6. What was the penny arcade?- Answer - a cheap arcade
6. 7. Why was pinball considered gambling? What changed that after WWII?-
Answer - -
similar to slot machine, the flipper bumper
7. 8. When was Odyssey, the first home video game system, released?- Answer -
1972
8. 9. When was Pong available for home purchase?- Answer - 1975
9. 10. What technological development in video games led to the growth of
game development and make video games a mass medium?- Answer - tracking the
number of bits it can process at one time
10. 11. What are the three major game console makers today?- Answer - sony, Nintendo,
Microsoft
11. 13. What were some advantages of personal computers over game
con- soles?- Answer - faster processing, keyboards over controllers
12. 14. Combined, what two mobile devices make up the biggest gaming plat-
form today?- Answer - tablet and smartphone
13. 15. When do people tend to play digital/video games, according to the
,Entertainment Software Association?- Answer - waiting for an appointment
14. 16. What do the authors list as three benefits of digital/video games that
make them appealing as mass media?- Answer - portable, bigger range of games
15. 17. Table 3.1- Answer - What are the nine main video game genres based
on game- play?- Answer - platform, first person shooter, fighting, stealth, survival, rhythm, adventure, action
adventure, role playing
16. 18. What are the three types of social gaming?- Answer - massively multiplayer online
role-playing games, multiplayer online battle arenas, and other virtual worlds.
17. 19. Virtual communities form within online games. What are the two types
of these groups?- Answer - webkinz, woozworld
18. 20. In what ways do gamers as a type of community demonstrate "collective
intelligence"?- Answer - share cheats and tips
, 19. 21. Through what online modes do gamers share ideas, tips, and cheats?-
Answer - -
twitch, YouTube, Facebook
20. 22. What is "modding"?- Answer - modifying software
21. 23. What is Twitch?- Answer - streaming platform for gamers
22. 24. What was the forerunner of online fantasy sports games?- Answer -
fantasy football leagues
23. 26. What are the two main social concerns that surround digital/video
games?- Answer - violent, misogynistic, and racist
24. 27. What is "gaming disorder"?- Answer - by impaired control over gaming, increasing priority
given to gaming over other activities to the extent that gaming takes precedence over other interests and daily
activities, and continuation or escalation of gaming despite the occurrence of negative consequences
25. 28. How are points racked up in Grand Theft Auto? Why should we find this
a problem?- Answer - picking up and beating or killing prostitutes, violence and misogyny
26. 29. What are the preferences for game genres based on gender and age
group?- Answer - Male millennials (ages eighteen to thirty-four) like action, shooter, and sports games, while female
millennials prefer casual and action games. For Generation X (ages thirty-five to fifty-four) women, the favorite genre is
casual games, including puzzle and classic arcades. For Gen X men, it's sports, racing, and shooter games. The gender
ditterences dissolve for male and female boomers (ages fifty-five to sixty-four), who both prefer card, puzzle, and virtual board
games.38
27. 30. What percentage of women work in computing occupations? How many
women earn degrees in computer or information science?- Answer - 26%, 18%
28. 31. What percentage of game developers are male?- Answer - 71%
29. 33. What percentage of games have an established female protagonist?-
Answer - 5
30. 34. Regarding racial diversity in the gaming world, what percentage of game
1. 2. In what year was Pong released?- Answer - 1972
2. 3. The authors note that by 2021, e-sports would have exceeded how
much money in revenues?- Answer - 200 billion
3. 4. What aspect of everyday life helped in the development of
mechanical games by the late 1800s?- Answer - mass consumption and leisure time
4. 5. What are the four major platforms used for playing digital games today?-
- Answer - sony, Microsoft, gaming, mobile
5. 6. What was the penny arcade?- Answer - a cheap arcade
6. 7. Why was pinball considered gambling? What changed that after WWII?-
Answer - -
similar to slot machine, the flipper bumper
7. 8. When was Odyssey, the first home video game system, released?- Answer -
1972
8. 9. When was Pong available for home purchase?- Answer - 1975
9. 10. What technological development in video games led to the growth of
game development and make video games a mass medium?- Answer - tracking the
number of bits it can process at one time
10. 11. What are the three major game console makers today?- Answer - sony, Nintendo,
Microsoft
11. 13. What were some advantages of personal computers over game
con- soles?- Answer - faster processing, keyboards over controllers
12. 14. Combined, what two mobile devices make up the biggest gaming plat-
form today?- Answer - tablet and smartphone
13. 15. When do people tend to play digital/video games, according to the
,Entertainment Software Association?- Answer - waiting for an appointment
14. 16. What do the authors list as three benefits of digital/video games that
make them appealing as mass media?- Answer - portable, bigger range of games
15. 17. Table 3.1- Answer - What are the nine main video game genres based
on game- play?- Answer - platform, first person shooter, fighting, stealth, survival, rhythm, adventure, action
adventure, role playing
16. 18. What are the three types of social gaming?- Answer - massively multiplayer online
role-playing games, multiplayer online battle arenas, and other virtual worlds.
17. 19. Virtual communities form within online games. What are the two types
of these groups?- Answer - webkinz, woozworld
18. 20. In what ways do gamers as a type of community demonstrate "collective
intelligence"?- Answer - share cheats and tips
, 19. 21. Through what online modes do gamers share ideas, tips, and cheats?-
Answer - -
twitch, YouTube, Facebook
20. 22. What is "modding"?- Answer - modifying software
21. 23. What is Twitch?- Answer - streaming platform for gamers
22. 24. What was the forerunner of online fantasy sports games?- Answer -
fantasy football leagues
23. 26. What are the two main social concerns that surround digital/video
games?- Answer - violent, misogynistic, and racist
24. 27. What is "gaming disorder"?- Answer - by impaired control over gaming, increasing priority
given to gaming over other activities to the extent that gaming takes precedence over other interests and daily
activities, and continuation or escalation of gaming despite the occurrence of negative consequences
25. 28. How are points racked up in Grand Theft Auto? Why should we find this
a problem?- Answer - picking up and beating or killing prostitutes, violence and misogyny
26. 29. What are the preferences for game genres based on gender and age
group?- Answer - Male millennials (ages eighteen to thirty-four) like action, shooter, and sports games, while female
millennials prefer casual and action games. For Generation X (ages thirty-five to fifty-four) women, the favorite genre is
casual games, including puzzle and classic arcades. For Gen X men, it's sports, racing, and shooter games. The gender
ditterences dissolve for male and female boomers (ages fifty-five to sixty-four), who both prefer card, puzzle, and virtual board
games.38
27. 30. What percentage of women work in computing occupations? How many
women earn degrees in computer or information science?- Answer - 26%, 18%
28. 31. What percentage of game developers are male?- Answer - 71%
29. 33. What percentage of games have an established female protagonist?-
Answer - 5
30. 34. Regarding racial diversity in the gaming world, what percentage of game