Exam 3: Digital Gaming and the Media Playground
Exam 1: Mass Communication: a Critical Approach95 Questions
Exam 2: The Internet, Digital Media, and Media Convergence90 Questions
Exam 3: Digital Gaming and the Media Playground101 Questions
Exam 4: Sound Recording and Popular Music108 Questions
Exam 5: Popular Radio and the Origins of Broadcasting127 Questions
Exam 6: Television and Cable: the Power of Visual Culture116 Questions
Exam 7: Movies and the Impact of Images135 Questions
Exam 8: Newspapers: the Rise and Decline of Modern Journalism79 Questions
Exam 9: Magazines in the Age of Specialization108 Questions
Exam 10: Books and the Power of Print95 Questions
Exam 11: Advertising and Commercial Culture123 Questions
Exam 12: Public Relations and Framing the Message108 Questions
Exam 13: Media Economics and the Global Marketplace95 Questions
Exam 14: The Culture of Journalism: Values, Ethics, and Democracy65 Questions
Exam 15: Media Effects and Cultural Approaches to Research80 Questions
Exam 16: Legal Controls and Freedom of Expression109 Questions
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Electronic games do not have speech protection under the First Amendment.
(True/False)
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Game sites and blogs are among the most popular external communities for gamers.
(True/False)
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The video game console business is dominated by three major players: ______.
(Multiple Choice)
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Game publishers are legally required to submit games to the ESRB rating system.
(True/False)
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An elevated and angled perspective that enhances the sense of three-dimensionality by allowing players to see the tops and sides of objects is ______ perspective.
(Multiple Choice)
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A 2013 study found that females are two to three times more likely than males to become addicted to video games.
(True/False)
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Like television shows, books, and comics before them, electronic games have also inspired movies.
(True/False)
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The first home television game, called Odyssey, was developed by ______.
(Multiple Choice)
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About ______ percent of U.S. households have a video console.
(Multiple Choice)
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Atari's first creation was _________________________, a simple two-dimensional tennis-style game with two vertical paddles that bounced a white dot back and forth.
(Short Answer)
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In 1976, an arcade game called ______ prompted the first public outcry over violence of electronic gaming.
(Multiple Choice)
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Explain how game companies are using interactive technology to attract nongamers.
(Essay)
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Since 2014, Sony's ________ has been the most popular of the new generation of consoles.
(Multiple Choice)
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AAA game titles typically cost much less than a blockbuster film to make and promote.
(True/False)
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The _________________________ game titles are games that represent the current standard for technical excellence.
(Short Answer)
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