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Questions in this quiz (57)
1About what percentage of Americans are gamers?
- ARelatively few --- about 32%
- BA little less than half --- 49%
- CAlmost two thirds --- 58%
- DAlmost all --- 91%
2What is the average age of gamers in America?
- A12 years old
- B18 years old
- C24 years old
- D30 years old
3Adult women:
- APlay fewer games than adult men
- BRepresent a greater proportion of gamers than teenage boys
- CMostly ignore video games
- DOnly play games based on romantic television shows
4Which of the following is true?
- ABoys like video games more than girls
- BBoys play video games more frequently than girls
- CBoys and girls play video games about the same number of hours per week
- DVery few girls play video games
5Which of the following games is liked more by male players than female players?
- ARacing games
- BStrategy games
- CSimulations
- DEducational
6Which genre of game is liked more by female players than male players?
- ARacing games
- BStrategy games
- CSimulations
- DEducational
7Which genre of game is liked more by female players than male players?
- ARacing games
- BStrategy games
- CSimulations
- DEducational
8Which type of game is liked equally by both male and female players?
- ARacing games
- BStrategy games
- CSimulations
- DEducational games
9Which of the following would be liked more by girls than boys?
- AA game that features turn-taking
- BA game that expresses natural orientation
- CA game that has explicit goals
- DA game that features many options
10Which type of play style is more typical of boy play than girl play?
- ALow player interdependence
- BTurn-taking
- CIndividual play
- DRole differentiation
11According to evolutionary psychologists, play is:
- ALeisure expressiveness
- BRehearsal for adult behaviors
- CRequired for emotional balance
- DA self-selective behavior
12All of the following are uses and gratifications of video games, except:
- AChallenge
- BMotivation
- CCompetition
- DFantasy
- ESocial interaction
13Which of the following is a cognitive skill where girls are generally better than boys?
- A2D mental rotation
- BTargeting
- CObject location memory
- DSelective attention
14Which cognitive skill are boys generally better at than girls?
- AVisual scanning
- BAuditory discrimination
- CVerbal fluency
- DTargeting
15Boys are more likely than girls to prefer to play video games that feature:
- AObject location memory
- B3D mental rotation
- CMapping adjustment
- DSymbolic thinking
16Girls are more likely than boys to prefer playing video games that feature:
- AObject location memory
- B3D mental rotation
- CMapping adjustment
- DSymbolic thinking
17The flow state is realized when there is a balance between:
- ADifficulty of the task and mood state of the participant
- BDifficulty of the task and skill of the participant
- CUrgency of the task and mood state of the participant
- DUrgency of the task and skill of the participant
18Which of the following is NOT a characteristic of flow?
- AIntense and focused concentration
- BA merging of action and awareness
- CLoss of reflective self-consciousness
- DIncreased directive competence
- EDistortion of temporal experience
19Which of the following activity characteristics could hinder a flow state?
- AConcrete goals with manageable rules
- BAbility to adjust opportunities for action to one's capabilities
- CUnclear information on how one is doing
- DNo distractions present and concentration possible
20According to the Media Flow Model, when skill is too high and there isn't enough challenge, this results in:
- ABoredom
- BAnxiety
- CArousal
- DDepression
21According to the Media Flow Model, when challenge is too high and skill is too low this results in:
- ABoredom
- BAnxiety
- CArousal
- DDepression
22According to Weber, the neurological explanation for flow is:
- AFlow regulators
- BWorking memory anticipation
- CAttentional binding
- DPerceptual progression
23Which two attentional networks are implicated in Weber's theory of flow?
- AAlerting and orienting
- BOrienting and focusing
- CExecutive and orienting
- DFocusing and executive
24According to Weber, when a person's attention networks oscillate in unison, the person experiences:
- AHighly difficult challenges and increasing skills
- BOut of body mental orientation
- CRevisiting of neural focus
- DSuper attention, lost track of time and neurotransmitter release
25Which of the following is an example of an actual aggression outcome measure in the violent video game experiment?
- AUse of force to get a confederate to comply
- BNumber of physical strikes against another child
- CPhysically taking items away from other children
- DAdding a letter to make an aggressive word
26The US Supreme Court video game decision hinged on all of the following except:
- AWhether violent video games are protected under the interstate commerce clause
- BWhether violent video games are speech
- CWhether violent video games are a significant threat to society
- DWhether violent video games are not worse than violent television and movies
27Which of the following is true about the music industry?
- ANowadays, almost everybody buys their music from digital services like iTunes
- BDigital music is only popular among college students -- almost 2/3 of people still buy their music at stores
- CSlightly more music sales in the US are digital, rather than physical
- DDigital music make up a very small percentage of digital sales (about 6-7%)
28Which of the following is the most popular genre of music?
- ARock
- BCountry
- CRap
- DAlternative
29What group makes us the largest audience for music in the US?
- APre-teens - 10-15
- BTeens - 16-20
- CYoung adults - 21-25
- DMiddle adults - 26-40
- EOlder adults - 41+
30How many record companies are there?
- AFour
- BTen
- CAround 20
- DOver 35
31In the music industry, "deep catalog" refers to what practice?
- ASales of intellectually complex music like jazz and classical
- BAN extensive collection of music across genres
- CCollecting all records made by a single artist
- DSelling old music to people
32Which of the following is one of the basic assumptions of uses and gratifications research?
- AMedia use causes arousal
- BMass media are used by individuals in response to their felt needs
- CMedia gratify escapist uses
- DUse of media leads to imitation of media characters
33Uses and gratifications states that all of the following are predictors of media use except:
- AEvolutionary factors
- BBasic human needs
- CSocial factors
- DIndividual differences
34Music choice is a function of all the following, except:
- ASocial factors
- BIndividual differences
- CBiological regulation
- DMarket demand
35Listening to the radio in your car out of habit is an example of:
- AHabitualized use
- BSocial utility use
- CInstrumental use
- DRitualized use
36Reading the newspaper to find out about the latest student riot is an example of:
- AHabitualized use
- BSocial utility use
- CInstrumental use
- DRitualized use
37Which type of use focuses primarily on general use of the medium (e.g., people watch TV or listen to records)?
- AHabitualized use
- BSocial utility use
- CInstrumental use
- DRitualized use
38Which type of use is typified by the highest amount of media use?
- AHabitualized use
- BSocial utility use
- CInstrumental use
- DRitualized use
39All of the following are uses and gratifications of music, except:
- AMood management
- BInformation
- CDiversion
- DIn-group identity
- ESocial learning
40Which medium do people choose most for learning?
- ATelevision
- BVideo games
- CMusic
- DFilm
41All of the following are uses and gratifications that are common across television, video games and music, except:
- AArousal/mood management
- BSocial interaction
- CFantasy
- DDiversion
42According to Selective Exposure Theory, individuals use media to get back to an optimal state of arousal known as ______?
- AAbsorption potential
- BExcitatory homeostasis
- CHedonic valence
- DSemantic affinity
43According to the Selective Exposure Theory, the ability of a message to engage or absorb an aroused individual's attention is called:
- AAbsorption potential
- BExcitatory homeostasis
- CHedonic valence
- DSemantic affinity
44According to the Mood Management Theory, how close the media content is to the mood that is to be reduced is called:
- AAbsorption potential
- BExcitatory homeostasis
- CHedonic valence
- DSemantic affinity
45In order for mood management to work, the media must:
- ABe excitationally equivalent to the state an individual wants to change
- BHave extremely powerful hedonic valence
- CReverse the inherent semantic-behavior excitation
- DBe excitationally opposite to the noxious state
46People who wish to use music to change their mood should use songs that have absorption potential that is:
- AOpposite the current mood
- BThe same as the current mood
- CHighly absorbing
- DModerately absorbing
47Which of the following events will net the largest television audience?
- ASuper Bowl
- BSummer Olympics
- CWorld Series
- DWorld Cup
48Changing the rules of baseball to make it easier for batters to hit home runs is an example of which appeal of sports?
- AAffective relationships
- BAmount of suspense
- CFavorable outcomes
- DDegree of novelty, riskiness and effectiveness
- EAmount of drama and conflict
49Cheering for the Spartans to win the Big Ten Championship game because you are an MSU student is an example of which appeal of sports?
- AAffective relationships
- BAmount of suspense
- CFavorable outcomes
- DDegree of novelty, riskiness and effectiveness
- EAmount of drama and conflict
50Watching your sister's field hockey game on TV is an example of which appeal of sports?
- AAffective relationships
- BAmount of suspense
- CFavorable outcomes
- DDegree of novelty, riskiness and effectiveness
- EAmount of drama and conflict
51Using war metaphors to describe a TV bowling tournament is an example of which appeal of sports?
- AAffective relationships
- BAmount of suspense
- CFavorable outcomes
- DDegree of novelty, riskiness and effectiveness
- EAmount of drama and conflict
52The National Labor Relations Board decided that the Northwestern University football team should be allowed to form a union because:
- ANFL players have a union
- BIt will make them more competitive than other teams
- CThey need to be able to make minimum wage
- DPlayers already act like employees
53The highest paid public employee in most states is:
- AThe Governor
- BThe college football coach
- CThe college basketball coach
- DThe Secretary of State
- ETHe university president
54The highest paid public employee in most states is:
- AThe Governor
- BThe college football coach
- CThe college basketball coach
- DThe Secretary of State
- ETHe university president
55ESPN 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?
- AAffective relationships
- BAmount of suspense
- CFavorable outcomes
- DDegree of novelty, riskiness and effectiveness
- EAmount of drama and conflict
56People 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?
- ACultivation
- BAffective Disposition Theory
- CCatharsis
- DSocial Cognitive Theory
- EUses and gratifications
57Cartman 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?
- ACultivation
- BAffective Disposition Theory
- CCatharsis
- DSocial Cognitive Theory
- EUses and gratifications
Information
- Description
- Final Exam Review
- Author
- meldemb11
- Language
- English
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- 282
- History
- Created on 25 Apr 2014 · updated on 17 Dec 2016
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