CMN 176 Exam Questions and Answers Latest Update Graded A+
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CMN 176 Exam Questions and Answers Latest Update Graded A+
The ability to customize one's character in videogame is related to which basic psychological need? - Answers Autonomy
Taking damage when touching enemies or specific surfaces is _________ an example of: - Answers Game Rules
The "ideal s...
CMN 176 Exam Questions and Answers Latest Update Graded A+
The ability to customize one's character in videogame is related to which basic psychological need? -
Answers Autonomy
Taking damage when touching enemies or specific surfaces is _________ an example of: - Answers
Game Rules
The "ideal self" perspective illustrates how players who felt that gaming brought them closer to their
ideal self showed more intrinsic motivation to play. - Answers True
Based on sales data, the most popular game genres are: - Answers Action games and shooter games
Perhaps one of the most important competence requirements in video games is: - Answers Mastery of
game controls.
Which statement is true regarding the Need Density Hypothesis? - Answers Players will overuse video
games if they experience poor psychological need satisfactions in their daily lives and are also exposed
to positive need satisfactions within games.
Offering multiplayer options in video games will increase relatedness satisfaction and improving control
interface will increase competence satisfaction. - Answers True
What does Eudaimonia focus on? - Answers Pursuing Meaning
Which one of the following is not a focus of the Self-Determination Theory? - Answers Need satisfaction
generated from media engagement will not result in gains in mood, vitality, and other indicators of well-
being.
Self-determination theory assumes that intrinsic motivation to play video games is linked to: - Answers
Competence, autonomy, and relatedness.
What is the explanation offered by the reading regarding the positive correlation between social
integrative motivations and streamer subscription? - Answers Supporting a streamer offers the
opportunity to access a community.
Preference for sports and music games was linked to: - Answers Social interaction gratification
The Uses and Gratifications perspective considers individuals to be unaware of why they play or watch
others play video games. - Answers False
What were the 3 main motivations for playing MMOs (EverQuest, Star Wars Galaxies, etc.)? - Answers
Achievement, social interaction, immersion
According to the Sjoblom and Hamari study, what may be a possible motivation to watch streaming
based on the Uses and Gratifications perspective? - Answers individuals watn to learn new knowledge
, According to the Gamespot video inserted in the lecture (The Point), people play video games to (FIND
THE INCORRECT OPTION): - Answers Escape reality
(or feel in corntrol or spend more time w friends)
"Challenge" as a gratification linked to playing video games refers to: - Answers Playing the game to get
to a higher level or to beat the game.
According to the Sjoblom and Hamari study, the strongest predictor for why people watch game
streaming was: - Answers Tension release
Action and shooters were preferred by younger male users, whereas ___________ games were popular
among older and female players. - Answers Puzzle and card.
Based on the reading, which one of the following is not among the five categories of Uses and
Gratification perspective? - Answers Autonomous motivation
Based on the reading, which is the most essential motivation of eSport players? - Answers Competition
An eSport fan or streamer feels gratification from having more knowledge about game stats, players,
teams, etc. compared to others. This is an example of_______ gratification: - Answers Schwabism.
The most popular eSport game genre are one-on-one fighting games. - Answers False
How was the Bányai et al. (2019) study carried out in terms of methods? - Answers In-Depth interviews
with esports players
Based on the article, why are eSports not a real sport? - Answers Lack of need for skillful and strategic
use of the player's body.
After following an eSport player or game streamer, a viewer feels like he/she has established an
interpersonal connection with a player or streamer. This is an example of: - Answers Parasocial
interaction.
According to lecture and accompanying videos, which UC campus has a professional eSports arena and
team? - Answers UC Irvine
According to the article, what are some possible problematic effects linked to eSports? - Answers Game
addiction
(Frequent competition leads to developing an overcompetitive personality)
According to the reading, what is the biggest psychological difference between gaming for leisure and
gaming for work as a professional eSport player? - Answers eSports players transition from intrinsic to
extrinsic motivation to play video games.
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