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CMN 176V Final Exam Questions with Correct Answers

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CMN 176V Final Exam Questions with Correct Answers According to the Sjoblom and Hamari study, what may be a possible cognitive motivation to watch streaming based on the Uses and Gratifications perspective? - Answer-Individuals want to learn new knowledge. Action and shooters were preferred b...

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  • February 25, 2024
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  • 2023/2024
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CMN 176V Final Exam Questions with Correct Answers
Taking damage when touching enemies or specific surfaces is _________ an example of: - Answer-Game rules.
Based on sales data, the most popular game genres are: - Answer-Action games and shooter games
Based on Kahn et al. (2015), which type of players have a strong desire for game narratives and character backgrounds? - Answer-Story-drivens
According to Kahn et al. (2015), why is it essential to develop a scale to measure motivational differences? - Answer-Past scales are too focused on specific game genres or used self-reported measures.
The "ideal self" perspective illustrates how players who felt that gaming brought them closer to their ideal self showed more intrinsic motivation to play. - Answer-True
Self-determination theory assumes that intrinsic motivation to play video games is linked
to: - Answer-Competence, autonomy, and relatedness.
According to Kahn et al. (2015), which type of players would like to explore every element of the game to the maximum extent? - Answer-Completionists
Construct validity refers to____________ - Answer-Measures are positively related to theoretically-related concepts.
According to Kahn et al. (2015), _____refers to desire to play video games in order to improve brainpower, whereas _______is related to an intensified desire to win. - Answer-Smarty-pants; Competitors
Perhaps one of the most important competence requirements in video games is: - Answer-Mastery of game controls.
According to the Gamespot video inserted in the lecture (The Point), people play video games to (FIND THE INCORRECT OPTION): - Answer-Spend more time with friends.
Preference for sports and music games was linked to: - Answer-Social interaction gratification.
According to the Sjoblom and Hamari study, the strongest predictor for why people watch game streaming was: - Answer-Tension release

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