COM375 (2)

Question 1 of 57

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About what percentage of Americans are gamers?

Select one of the following:

  • Relatively few --- about 32%

  • A little less than half --- 49%

  • Almost two thirds --- 58%

  • Almost all --- 91%

Question 2 of 57

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What is the average age of gamers in America?

Select one of the following:

  • 12 years old

  • 18 years old

  • 24 years old

  • 30 years old

Question 3 of 57

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Adult women:

Select one of the following:

  • Play fewer games than adult men

  • Represent a greater proportion of gamers than teenage boys

  • Mostly ignore video games

  • Only play games based on romantic television shows

Question 4 of 57

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Which of the following is true?

Select one of the following:

  • Boys like video games more than girls

  • Boys play video games more frequently than girls

  • Boys and girls play video games about the same number of hours per week

  • Very few girls play video games

Question 5 of 57

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Which of the following games is liked more by male players than female players?

Select one of the following:

  • Racing games

  • Strategy games

  • Simulations

  • Educational

Question 6 of 57

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Which genre of game is liked more by female players than male players?

Select one of the following:

  • Racing games

  • Strategy games

  • Simulations

  • Educational

Question 7 of 57

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Which genre of game is liked more by female players than male players?

Select one of the following:

  • Racing games

  • Strategy games

  • Simulations

  • Educational

Question 8 of 57

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Which type of game is liked equally by both male and female players?

Select one of the following:

  • Racing games

  • Strategy games

  • Simulations

  • Educational games

Question 9 of 57

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Which of the following would be liked more by girls than boys?

Select one of the following:

  • A game that features turn-taking

  • A game that expresses natural orientation

  • A game that has explicit goals

  • A game that features many options

Question 10 of 57

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Which type of play style is more typical of boy play than girl play?

Select one of the following:

  • Low player interdependence

  • Turn-taking

  • Individual play

  • Role differentiation

Question 11 of 57

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According to evolutionary psychologists, play is:

Select one of the following:

  • Leisure expressiveness

  • Rehearsal for adult behaviors

  • Required for emotional balance

  • A self-selective behavior

Question 12 of 57

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All of the following are uses and gratifications of video games, except:

Select one of the following:

  • Challenge

  • Motivation

  • Competition

  • Fantasy

  • Social interaction

Question 13 of 57

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Which of the following is a cognitive skill where girls are generally better than boys?

Select one of the following:

  • 2D mental rotation

  • Targeting

  • Object location memory

  • Selective attention

Question 14 of 57

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Which cognitive skill are boys generally better at than girls?

Select one of the following:

  • Visual scanning

  • Auditory discrimination

  • Verbal fluency

  • Targeting

Question 15 of 57

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Boys are more likely than girls to prefer to play video games that feature:

Select one of the following:

  • Object location memory

  • 3D mental rotation

  • Mapping adjustment

  • Symbolic thinking

Question 16 of 57

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Girls are more likely than boys to prefer playing video games that feature:

Select one of the following:

  • Object location memory

  • 3D mental rotation

  • Mapping adjustment

  • Symbolic thinking

Question 17 of 57

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The flow state is realized when there is a balance between:

Select one of the following:

  • Difficulty of the task and mood state of the participant

  • Difficulty of the task and skill of the participant

  • Urgency of the task and mood state of the participant

  • Urgency of the task and skill of the participant

Question 18 of 57

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Which of the following is NOT a characteristic of flow?

Select one of the following:

  • Intense and focused concentration

  • A merging of action and awareness

  • Loss of reflective self-consciousness

  • Increased directive competence

  • Distortion of temporal experience

Question 19 of 57

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Which of the following activity characteristics could hinder a flow state?

Select one of the following:

  • Concrete goals with manageable rules

  • Ability to adjust opportunities for action to one's capabilities

  • Unclear information on how one is doing

  • No distractions present and concentration possible

Question 20 of 57

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According to the Media Flow Model, when skill is too high and there isn't enough challenge, this results in:

Select one of the following:

  • Boredom

  • Anxiety

  • Arousal

  • Depression

Question 21 of 57

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According to the Media Flow Model, when challenge is too high and skill is too low this results in:

Select one of the following:

  • Boredom

  • Anxiety

  • Arousal

  • Depression

Question 22 of 57

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According to Weber, the neurological explanation for flow is:

Select one of the following:

  • Flow regulators

  • Working memory anticipation

  • Attentional binding

  • Perceptual progression

Question 23 of 57

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Which two attentional networks are implicated in Weber's theory of flow?

Select one of the following:

  • Alerting and orienting

  • Orienting and focusing

  • Executive and orienting

  • Focusing and executive

Question 24 of 57

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According to Weber, when a person's attention networks oscillate in unison, the person experiences:

Select one of the following:

  • Highly difficult challenges and increasing skills

  • Out of body mental orientation

  • Revisiting of neural focus

  • Super attention, lost track of time and neurotransmitter release

Question 25 of 57

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Which of the following is an example of an actual aggression outcome measure in the violent video game experiment?

Select one of the following:

  • Use of force to get a confederate to comply

  • Number of physical strikes against another child

  • Physically taking items away from other children

  • Adding a letter to make an aggressive word

Question 26 of 57

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The US Supreme Court video game decision hinged on all of the following except:

Select one of the following:

  • Whether violent video games are protected under the interstate commerce clause

  • Whether violent video games are speech

  • Whether violent video games are a significant threat to society

  • Whether violent video games are not worse than violent television and movies

Question 27 of 57

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Which of the following is true about the music industry?

Select one of the following:

  • Nowadays, almost everybody buys their music from digital services like iTunes

  • Digital music is only popular among college students -- almost 2/3 of people still buy their music at stores

  • Slightly more music sales in the US are digital, rather than physical

  • Digital music make up a very small percentage of digital sales (about 6-7%)

Question 28 of 57

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Which of the following is the most popular genre of music?

Select one of the following:

  • Rock

  • Country

  • Rap

  • Alternative

Question 29 of 57

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What group makes us the largest audience for music in the US?

Select one of the following:

  • Pre-teens - 10-15

  • Teens - 16-20

  • Young adults - 21-25

  • Middle adults - 26-40

  • Older adults - 41+

Question 30 of 57

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How many record companies are there?

Select one of the following:

  • Four

  • Ten

  • Around 20

  • Over 35

Question 31 of 57

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In the music industry, "deep catalog" refers to what practice?

Select one of the following:

  • Sales of intellectually complex music like jazz and classical

  • AN extensive collection of music across genres

  • Collecting all records made by a single artist

  • Selling old music to people

Question 32 of 57

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Which of the following is one of the basic assumptions of uses and gratifications research?

Select one of the following:

  • Media use causes arousal

  • Mass media are used by individuals in response to their felt needs

  • Media gratify escapist uses

  • Use of media leads to imitation of media characters

Question 33 of 57

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Uses and gratifications states that all of the following are predictors of media use except:

Select one of the following:

  • Evolutionary factors

  • Basic human needs

  • Social factors

  • Individual differences

Question 34 of 57

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Music choice is a function of all the following, except:

Select one of the following:

  • Social factors

  • Individual differences

  • Biological regulation

  • Market demand

Question 35 of 57

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Listening to the radio in your car out of habit is an example of:

Select one of the following:

  • Habitualized use

  • Social utility use

  • Instrumental use

  • Ritualized use

Question 36 of 57

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Reading the newspaper to find out about the latest student riot is an example of:

Select one of the following:

  • Habitualized use

  • Social utility use

  • Instrumental use

  • Ritualized use

Question 37 of 57

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Which type of use focuses primarily on general use of the medium (e.g., people watch TV or listen to records)?

Select one of the following:

  • Habitualized use

  • Social utility use

  • Instrumental use

  • Ritualized use

Question 38 of 57

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Which type of use is typified by the highest amount of media use?

Select one of the following:

  • Habitualized use

  • Social utility use

  • Instrumental use

  • Ritualized use

Question 39 of 57

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All of the following are uses and gratifications of music, except:

Select one of the following:

  • Mood management

  • Information

  • Diversion

  • In-group identity

  • Social learning

Question 40 of 57

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Which medium do people choose most for learning?

Select one of the following:

  • Television

  • Video games

  • Music

  • Film

Question 41 of 57

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All of the following are uses and gratifications that are common across television, video games and music, except:

Select one of the following:

  • Arousal/mood management

  • Social interaction

  • Fantasy

  • Diversion

Question 42 of 57

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According to Selective Exposure Theory, individuals use media to get back to an optimal state of arousal known as ______?

Select one of the following:

  • Absorption potential

  • Excitatory homeostasis

  • Hedonic valence

  • Semantic affinity

Question 43 of 57

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According to the Selective Exposure Theory, the ability of a message to engage or absorb an aroused individual's attention is called:

Select one of the following:

  • Absorption potential

  • Excitatory homeostasis

  • Hedonic valence

  • Semantic affinity

Question 44 of 57

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According to the Mood Management Theory, how close the media content is to the mood that is to be reduced is called:

Select one of the following:

  • Absorption potential

  • Excitatory homeostasis

  • Hedonic valence

  • Semantic affinity

Question 45 of 57

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In order for mood management to work, the media must:

Select one of the following:

  • 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

Question 46 of 57

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People who wish to use music to change their mood should use songs that have absorption potential that is:

Select one of the following:

  • Opposite the current mood

  • The same as the current mood

  • Highly absorbing

  • Moderately absorbing

Question 47 of 57

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Which of the following events will net the largest television audience?

Select one of the following:

  • Super Bowl

  • Summer Olympics

  • World Series

  • World Cup

Question 48 of 57

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Changing the rules of baseball to make it easier for batters to hit home runs is an example of which appeal of sports?

Select one of the following:

  • Affective relationships

  • Amount of suspense

  • Favorable outcomes

  • Degree of novelty, riskiness and effectiveness

  • Amount of drama and conflict

Question 49 of 57

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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?

Select one of the following:

  • Affective relationships

  • Amount of suspense

  • Favorable outcomes

  • Degree of novelty, riskiness and effectiveness

  • Amount of drama and conflict

Question 50 of 57

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Watching your sister's field hockey game on TV is an example of which appeal of sports?

Select one of the following:

  • Affective relationships

  • Amount of suspense

  • Favorable outcomes

  • Degree of novelty, riskiness and effectiveness

  • Amount of drama and conflict

Question 51 of 57

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Using war metaphors to describe a TV bowling tournament is an example of which appeal of sports?

Select one of the following:

  • Affective relationships

  • Amount of suspense

  • Favorable outcomes

  • Degree of novelty, riskiness and effectiveness

  • Amount of drama and conflict

Question 52 of 57

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The National Labor Relations Board decided that the Northwestern University football team should be allowed to form a union because:

Select one of the following:

  • 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

Question 53 of 57

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The highest paid public employee in most states is:

Select one of the following:

  • The Governor

  • The college football coach

  • The college basketball coach

  • The Secretary of State

  • THe university president

Question 54 of 57

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The highest paid public employee in most states is:

Select one of the following:

  • The Governor

  • The college football coach

  • The college basketball coach

  • The Secretary of State

  • THe university president

Question 55 of 57

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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?

Select one of the following:

  • Affective relationships

  • Amount of suspense

  • Favorable outcomes

  • Degree of novelty, riskiness and effectiveness

  • Amount of drama and conflict

Question 56 of 57

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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?

Select one of the following:

  • Cultivation

  • Affective Disposition Theory

  • Catharsis

  • Social Cognitive Theory

  • Uses and gratifications

Question 57 of 57

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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?

Select one of the following:

  • Cultivation

  • Affective Disposition Theory

  • Catharsis

  • Social Cognitive Theory

  • Uses and gratifications

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COM375 (2)

meldemb11
Quiz by , created over 2 years ago

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meldemb11
Created by meldemb11 over 2 years ago
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