Garantie de satisfaction à 100% Disponible immédiatement après paiement En ligne et en PDF Tu n'es attaché à rien
logo-home
COMM 190 comprehensive final UPDATED Exam Questions and CORRECT Answers €9,70   Ajouter au panier

Examen

COMM 190 comprehensive final UPDATED Exam Questions and CORRECT Answers

 4 vues  0 fois vendu
  • Cours
  • COMM 190
  • Établissement
  • COMM 190

COMM 190 comprehensive final UPDATED Exam Questions and CORRECT Answers gamification (definition) - CORRECT ANSWER- application of gaming principles to nongaming contexts what is a game? - CORRECT ANSWER- a structured experience with clear goals, rules that force a player to overcome challe...

[Montrer plus]

Aperçu 4 sur 32  pages

  • 28 août 2024
  • 32
  • 2024/2025
  • Examen
  • Questions et réponses
  • COMM 190
  • COMM 190
avatar-seller
COMM 190 comprehensive final
UPDATED Exam Questions and
CORRECT Answers

gamification (definition) - CORRECT ANSWER- application of gaming principles to non-
gaming contexts


what is a game? - CORRECT ANSWER- a structured experience with clear goals, rules that
force a player to overcome challenges, with instant feedback


three gaming principles - CORRECT ANSWER- structure and rules
challenges
feedback and rewards


pros of gamification - CORRECT ANSWER- fun
engaging
motivational
can release dopamine
rely on "threshold effects"
can induce a "flow" state
allow for meaningful content delivery


cons of gamification - CORRECT ANSWER- It has always existed, not a new breakthrough
science
Desensitizes people to reality
Overly commercial
Often poor excuses for games
Potentially addictive


structured play - CORRECT ANSWER- another term for "games"

,Governed by rules
Presents specific challenges and goals
Can still be exploratory and creative


unstructured play - CORRECT ANSWER- lacks rules and formal guidelines, often
exploratory and or/creative


Homo Ludens (man the player) - CORRECT ANSWER- written by Johann Huizina
suggest play is primary to and a necessary (though not sufficient) condition of the generation
of culture
concept of "magic circle" is first discussed


"magic circle" - CORRECT ANSWER- "games are magic world where rules of game set it
apart from rules of real world"


body play - CORRECT ANSWER- spontaneous desire to get ourselves out of gravity


object play - CORRECT ANSWER- playing with objects
linking brain to hand


social play - CORRECT ANSWER- playing with others and developing relationships through
play


rough and tumble play - CORRECT ANSWER- cognitive, emotional and physical play
very important for developing children


imaginative play - CORRECT ANSWER- story telling and imagination
typically play is solo within yourself, still important


ritual play - CORRECT ANSWER- example is winning the world series in baseball

,narrative play - CORRECT ANSWER- We all have an internal narrative that's our own inner
story


Narratologists - CORRECT ANSWER- game should be "read"


school of literature


Ludologists - CORRECT ANSWER- games should be played


what is the importance of play - CORRECT ANSWER- -Practice survival skills (in low
stakes environments)
-Encourage sociability (games with rules can help teach us about society's rules)
-Teaches flexibility and adaptability
-Enjoyment
-escape the "real" world


How can digital games convey many other existing entertainment media within them? -
CORRECT ANSWER- Sports (madden or wii sports)
novels (halo series)
magazines (walking dead series)
movies (heavy rain or bioshock series)
art (prince of Persia series)
music (guitar hero)


In most basic form Digital games are____that stores and recreates info - CORRECT
ANSWER- computer code


what does ESA stand for? - CORRECT ANSWER- entertainment software administration


what does ESRB stand for? - CORRECT ANSWER- Entertainment Software Rating Board

, what does gaming culture encompass - CORRECT ANSWER- Major conferences (e3, GDC,
PAX)
Modding of games and UGC
Pro gaming or esorts
Cosplay and fan fiction
Spinoffs and merchandise
Countless message boards, fan sites, and wikis
Gamification


how old is the first known board game and where was it discovered - CORRECT ANSWER-
Senet, 3500 BCE




although dice have been around for at least 5000 yrs


early digital games - CORRECT ANSWER- 1952: Tic tac toe was computerized (A. S.
Douglas)
1958: Tennis for two (William A Higinbotham)
1962: Spacewar! (steve russel)


1st generation of games - CORRECT ANSWER- arcade and home games (70's)


2nd generation of games - CORRECT ANSWER- Atari, etc. home consoles (70-80's)


3rd generation of games - CORRECT ANSWER- NES (80's)


4th generation of games - CORRECT ANSWER- Gameboy, Super NES (90's)


5th generation of games - CORRECT ANSWER- PS1, N64 (90's)


6th generation of games - CORRECT ANSWER- PS2, Gamecube, Xbox (2000's)

Les avantages d'acheter des résumés chez Stuvia:

Qualité garantie par les avis des clients

Qualité garantie par les avis des clients

Les clients de Stuvia ont évalués plus de 700 000 résumés. C'est comme ça que vous savez que vous achetez les meilleurs documents.

L’achat facile et rapide

L’achat facile et rapide

Vous pouvez payer rapidement avec iDeal, carte de crédit ou Stuvia-crédit pour les résumés. Il n'y a pas d'adhésion nécessaire.

Focus sur l’essentiel

Focus sur l’essentiel

Vos camarades écrivent eux-mêmes les notes d’étude, c’est pourquoi les documents sont toujours fiables et à jour. Cela garantit que vous arrivez rapidement au coeur du matériel.

Foire aux questions

Qu'est-ce que j'obtiens en achetant ce document ?

Vous obtenez un PDF, disponible immédiatement après votre achat. Le document acheté est accessible à tout moment, n'importe où et indéfiniment via votre profil.

Garantie de remboursement : comment ça marche ?

Notre garantie de satisfaction garantit que vous trouverez toujours un document d'étude qui vous convient. Vous remplissez un formulaire et notre équipe du service client s'occupe du reste.

Auprès de qui est-ce que j'achète ce résumé ?

Stuvia est une place de marché. Alors, vous n'achetez donc pas ce document chez nous, mais auprès du vendeur MGRADES. Stuvia facilite les paiements au vendeur.

Est-ce que j'aurai un abonnement?

Non, vous n'achetez ce résumé que pour €9,70. Vous n'êtes lié à rien après votre achat.

Peut-on faire confiance à Stuvia ?

4.6 étoiles sur Google & Trustpilot (+1000 avis)

81113 résumés ont été vendus ces 30 derniers jours

Fondée en 2010, la référence pour acheter des résumés depuis déjà 14 ans

Commencez à vendre!

Récemment vu par vous


€9,70
  • (0)
  Ajouter