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CMN 176 Exam Questions and Answers- Graded A $11.49   Add to cart

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CMN 176 Exam Questions and Answers- Graded A

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  • CMN 176

CMN 176 Exam Questions and Answers

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  • February 24, 2024
  • 8
  • 2023/2024
  • Exam (elaborations)
  • Questions & answers
  • CMN 176
  • CMN 176
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CMN 176 Exam Questions and Answers
The ability to customize one's character in videogame is related to which basic psychological need? - Answer- Autonomy
Taking damage when touching enemies or specific surfaces is _________ an example of: - Answer- 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. - Answer- True
Based on sales data, the most popular game genres are: - Answer- Action games and shooter games
Perhaps one of the most important competence requirements in video games is: - Answer- Mastery of game controls.
Which statement is true regarding the Need Density Hypothesis? - Answer- 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. - Answer- True
What does Eudaimonia focus on? - Answer- Pursuing Meaning
Which one of the following is not a focus of the Self-Determination Theory? - Answer- 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: - Answer- Competence, autonomy, and relatedness.
What is the explanation offered by the reading regarding the positive correlation between social integrative motivations and streamer subscription? - Answer- Supporting
a streamer offers the opportunity to access a community.
Preference for sports and music games was linked to: - Answer- Social interaction gratification
The Uses and Gratifications perspective considers individuals to be unaware of why they play or watch others play video games. - Answer- False What were the 3 main motivations for playing MMOs (EverQuest, Star Wars Galaxies, etc.)? - Answer- 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? - Answer- 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): - Answer- Escape reality (or feel in corntrol or spend more time w friends)
"Challenge" as a gratification linked to playing video games refers to: - Answer- 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: - Answer- Tension release
Action and shooters were preferred by younger male users, whereas ___________ games were popular among older and female players. - Answer- Puzzle and card.
Based on the reading, which one of the following is not among the five categories of Uses and Gratification perspective? - Answer- Autonomous motivation
Based on the reading, which is the most essential motivation of eSport players? - Answer- 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: - Answer- Schwabism.
The most popular eSport game genre are one-on-one fighting games. - Answer- False
How was the Bányai et al. (2019) study carried out in terms of methods? - Answer- In-
Depth interviews with esports players
Based on the article, why are eSports not a real sport? - Answer- 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: - Answer- Parasocial interaction.
According to lecture and accompanying videos, which UC campus has a professional eSports arena and team? - Answer- UC Irvine

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