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CMN 176 REVIEW PRACTICE TEST.

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

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