COM375 (2)

Descrição

Final Exam Review
meldemb11
Quiz por meldemb11, atualizado more than 1 year ago
meldemb11
Criado por meldemb11 aproximadamente 10 anos atrás
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Resumo de Recurso

Questão 1

Questão
About what percentage of Americans are gamers?
Responda
  • Relatively few --- about 32%
  • A little less than half --- 49%
  • Almost two thirds --- 58%
  • Almost all --- 91%

Questão 2

Questão
What is the average age of gamers in America?
Responda
  • 12 years old
  • 18 years old
  • 24 years old
  • 30 years old

Questão 3

Questão
Adult women:
Responda
  • 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

Questão 4

Questão
Which of the following is true?
Responda
  • 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

Questão 5

Questão
Which of the following games is liked more by male players than female players?
Responda
  • Racing games
  • Strategy games
  • Simulations
  • Educational

Questão 6

Questão
Which genre of game is liked more by female players than male players?
Responda
  • Racing games
  • Strategy games
  • Simulations
  • Educational

Questão 7

Questão
Which genre of game is liked more by female players than male players?
Responda
  • Racing games
  • Strategy games
  • Simulations
  • Educational

Questão 8

Questão
Which type of game is liked equally by both male and female players?
Responda
  • Racing games
  • Strategy games
  • Simulations
  • Educational games

Questão 9

Questão
Which of the following would be liked more by girls than boys?
Responda
  • A game that features turn-taking
  • A game that expresses natural orientation
  • A game that has explicit goals
  • A game that features many options

Questão 10

Questão
Which type of play style is more typical of boy play than girl play?
Responda
  • Low player interdependence
  • Turn-taking
  • Individual play
  • Role differentiation

Questão 11

Questão
According to evolutionary psychologists, play is:
Responda
  • Leisure expressiveness
  • Rehearsal for adult behaviors
  • Required for emotional balance
  • A self-selective behavior

Questão 12

Questão
All of the following are uses and gratifications of video games, except:
Responda
  • Challenge
  • Motivation
  • Competition
  • Fantasy
  • Social interaction

Questão 13

Questão
Which of the following is a cognitive skill where girls are generally better than boys?
Responda
  • 2D mental rotation
  • Targeting
  • Object location memory
  • Selective attention

Questão 14

Questão
Which cognitive skill are boys generally better at than girls?
Responda
  • Visual scanning
  • Auditory discrimination
  • Verbal fluency
  • Targeting

Questão 15

Questão
Boys are more likely than girls to prefer to play video games that feature:
Responda
  • Object location memory
  • 3D mental rotation
  • Mapping adjustment
  • Symbolic thinking

Questão 16

Questão
Girls are more likely than boys to prefer playing video games that feature:
Responda
  • Object location memory
  • 3D mental rotation
  • Mapping adjustment
  • Symbolic thinking

Questão 17

Questão
The flow state is realized when there is a balance between:
Responda
  • 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

Questão 18

Questão
Which of the following is NOT a characteristic of flow?
Responda
  • Intense and focused concentration
  • A merging of action and awareness
  • Loss of reflective self-consciousness
  • Increased directive competence
  • Distortion of temporal experience

Questão 19

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

Questão 20

Questão
According to the Media Flow Model, when skill is too high and there isn't enough challenge, this results in:
Responda
  • Boredom
  • Anxiety
  • Arousal
  • Depression

Questão 21

Questão
According to the Media Flow Model, when challenge is too high and skill is too low this results in:
Responda
  • Boredom
  • Anxiety
  • Arousal
  • Depression

Questão 22

Questão
According to Weber, the neurological explanation for flow is:
Responda
  • Flow regulators
  • Working memory anticipation
  • Attentional binding
  • Perceptual progression

Questão 23

Questão
Which two attentional networks are implicated in Weber's theory of flow?
Responda
  • Alerting and orienting
  • Orienting and focusing
  • Executive and orienting
  • Focusing and executive

Questão 24

Questão
According to Weber, when a person's attention networks oscillate in unison, the person experiences:
Responda
  • Highly difficult challenges and increasing skills
  • Out of body mental orientation
  • Revisiting of neural focus
  • Super attention, lost track of time and neurotransmitter release

Questão 25

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

Questão 26

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

Questão 27

Questão
Which of the following is true about the music industry?
Responda
  • 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%)

Questão 28

Questão
Which of the following is the most popular genre of music?
Responda
  • Rock
  • Country
  • Rap
  • Alternative

Questão 29

Questão
What group makes us the largest audience for music in the US?
Responda
  • Pre-teens - 10-15
  • Teens - 16-20
  • Young adults - 21-25
  • Middle adults - 26-40
  • Older adults - 41+

Questão 30

Questão
How many record companies are there?
Responda
  • Four
  • Ten
  • Around 20
  • Over 35

Questão 31

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

Questão 32

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

Questão 33

Questão
Uses and gratifications states that all of the following are predictors of media use except:
Responda
  • Evolutionary factors
  • Basic human needs
  • Social factors
  • Individual differences

Questão 34

Questão
Music choice is a function of all the following, except:
Responda
  • Social factors
  • Individual differences
  • Biological regulation
  • Market demand

Questão 35

Questão
Listening to the radio in your car out of habit is an example of:
Responda
  • Habitualized use
  • Social utility use
  • Instrumental use
  • Ritualized use

Questão 36

Questão
Reading the newspaper to find out about the latest student riot is an example of:
Responda
  • Habitualized use
  • Social utility use
  • Instrumental use
  • Ritualized use

Questão 37

Questão
Which type of use focuses primarily on general use of the medium (e.g., people watch TV or listen to records)?
Responda
  • Habitualized use
  • Social utility use
  • Instrumental use
  • Ritualized use

Questão 38

Questão
Which type of use is typified by the highest amount of media use?
Responda
  • Habitualized use
  • Social utility use
  • Instrumental use
  • Ritualized use

Questão 39

Questão
All of the following are uses and gratifications of music, except:
Responda
  • Mood management
  • Information
  • Diversion
  • In-group identity
  • Social learning

Questão 40

Questão
Which medium do people choose most for learning?
Responda
  • Television
  • Video games
  • Music
  • Film

Questão 41

Questão
All of the following are uses and gratifications that are common across television, video games and music, except:
Responda
  • Arousal/mood management
  • Social interaction
  • Fantasy
  • Diversion

Questão 42

Questão
According to Selective Exposure Theory, individuals use media to get back to an optimal state of arousal known as ______?
Responda
  • Absorption potential
  • Excitatory homeostasis
  • Hedonic valence
  • Semantic affinity

Questão 43

Questão
According to the Selective Exposure Theory, the ability of a message to engage or absorb an aroused individual's attention is called:
Responda
  • Absorption potential
  • Excitatory homeostasis
  • Hedonic valence
  • Semantic affinity

Questão 44

Questão
According to the Mood Management Theory, how close the media content is to the mood that is to be reduced is called:
Responda
  • Absorption potential
  • Excitatory homeostasis
  • Hedonic valence
  • Semantic affinity

Questão 45

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

Questão 46

Questão
People who wish to use music to change their mood should use songs that have absorption potential that is:
Responda
  • Opposite the current mood
  • The same as the current mood
  • Highly absorbing
  • Moderately absorbing

Questão 47

Questão
Which of the following events will net the largest television audience?
Responda
  • Super Bowl
  • Summer Olympics
  • World Series
  • World Cup

Questão 48

Questão
Changing the rules of baseball to make it easier for batters to hit home runs is an example of which appeal of sports?
Responda
  • Affective relationships
  • Amount of suspense
  • Favorable outcomes
  • Degree of novelty, riskiness and effectiveness
  • Amount of drama and conflict

Questão 49

Questão
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?
Responda
  • Affective relationships
  • Amount of suspense
  • Favorable outcomes
  • Degree of novelty, riskiness and effectiveness
  • Amount of drama and conflict

Questão 50

Questão
Watching your sister's field hockey game on TV is an example of which appeal of sports?
Responda
  • Affective relationships
  • Amount of suspense
  • Favorable outcomes
  • Degree of novelty, riskiness and effectiveness
  • Amount of drama and conflict

Questão 51

Questão
Using war metaphors to describe a TV bowling tournament is an example of which appeal of sports?
Responda
  • Affective relationships
  • Amount of suspense
  • Favorable outcomes
  • Degree of novelty, riskiness and effectiveness
  • Amount of drama and conflict

Questão 52

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

Questão 53

Questão
The highest paid public employee in most states is:
Responda
  • The Governor
  • The college football coach
  • The college basketball coach
  • The Secretary of State
  • THe university president

Questão 54

Questão
The highest paid public employee in most states is:
Responda
  • The Governor
  • The college football coach
  • The college basketball coach
  • The Secretary of State
  • THe university president

Questão 55

Questão
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?
Responda
  • Affective relationships
  • Amount of suspense
  • Favorable outcomes
  • Degree of novelty, riskiness and effectiveness
  • Amount of drama and conflict

Questão 56

Questão
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?
Responda
  • Cultivation
  • Affective Disposition Theory
  • Catharsis
  • Social Cognitive Theory
  • Uses and gratifications

Questão 57

Questão
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?
Responda
  • Cultivation
  • Affective Disposition Theory
  • Catharsis
  • Social Cognitive Theory
  • Uses and gratifications

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