COMM 190 comprehensive final UPDATED Exam Questions and CORRECT Answers
1 keer bekeken 0 aankoop
Vak
COMM 190
Instelling
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...
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)
Voordelen van het kopen van samenvattingen bij Stuvia op een rij:
√ Verzekerd van kwaliteit door reviews
Stuvia-klanten hebben meer dan 700.000 samenvattingen beoordeeld. Zo weet je zeker dat je de beste documenten koopt!
Snel en makkelijk kopen
Je betaalt supersnel en eenmalig met iDeal, Bancontact of creditcard voor de samenvatting. Zonder lidmaatschap.
Focus op de essentie
Samenvattingen worden geschreven voor en door anderen. Daarom zijn de samenvattingen altijd betrouwbaar en actueel. Zo kom je snel tot de kern!
Veelgestelde vragen
Wat krijg ik als ik dit document koop?
Je krijgt een PDF, die direct beschikbaar is na je aankoop. Het gekochte document is altijd, overal en oneindig toegankelijk via je profiel.
Tevredenheidsgarantie: hoe werkt dat?
Onze tevredenheidsgarantie zorgt ervoor dat je altijd een studiedocument vindt dat goed bij je past. Je vult een formulier in en onze klantenservice regelt de rest.
Van wie koop ik deze samenvatting?
Stuvia is een marktplaats, je koop dit document dus niet van ons, maar van verkoper MGRADES. Stuvia faciliteert de betaling aan de verkoper.
Zit ik meteen vast aan een abonnement?
Nee, je koopt alleen deze samenvatting voor €9,22. Je zit daarna nergens aan vast.