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CMN 176 Questions and Answers 100% Pass

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CMN 176 Questions and Answers 100% Pass The ability to customize one's character in videogame is related to which basic psychological need? Autonomy Taking damage when touching enemies or specific surfaces is _________ an example of: 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. True Based on sales data, the most popular game genres are: Action games and shooter games Perhaps one of the most important competence requirements in video games is: Mastery of game controls. Which statement is true regarding the Need Density Hypothesis? 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. True What does Eudaimonia focus on? Pursuing Meaning Which one of the following is not a focus of the Self-Determination Theory? 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: Competence, autonomy, and relatedness. What is the explanation offered by the reading regarding the positive correlation between social integrative motivations and streamer subscription? Supporting a streamer offers the opportunity to access a community. Preference for sports and music games was linked to: Social interaction gratification The Uses and Gratifications perspective considers individuals to be unaware of why they play or watch others play video games. False What were the 3 main motivations for playing MMOs (EverQuest, Star Wars Galaxies, etc.)? 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? 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): Escape reality (or feel in corntrol or spend more time w friends) "Challenge" as a gratification linked to playing video games refers to: 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: Tension release

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CMN 176
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Subido en
1 de noviembre de 2023
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Escrito en
2023/2024
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