Deck 7: Social Entertainment
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Deck 7: Social Entertainment
1
Which of the following characteristics is associated with a casual game?
A) large time investment
B) highly immersive
C) easy to learn
D) demanding
E) value realism
A) large time investment
B) highly immersive
C) easy to learn
D) demanding
E) value realism
C
2
Augmented reality:
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is a two-dimensional bar code that can be read using a webcam or mobile device equipped with a code reader.
E) refers to the way the game world is experienced.
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is a two-dimensional bar code that can be read using a webcam or mobile device equipped with a code reader.
E) refers to the way the game world is experienced.
A
3
________ games are those that involve expert play to organize and value variables in the game system.
A) Simulation
B) First-person shooter
C) Role-playing
D) Strategy
E) Action
A) Simulation
B) First-person shooter
C) Role-playing
D) Strategy
E) Action
D
4
A QR code:
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is two-dimensional that can be read using a webcam or mobile device equipped with a reader.
E) refers to the way the game world is experienced.
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is two-dimensional that can be read using a webcam or mobile device equipped with a reader.
E) refers to the way the game world is experienced.
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5
________ of a game refers to the method of play.
A) QR code
B) Platform
C) Mode
D) Milieu
E) Genre
A) QR code
B) Platform
C) Mode
D) Milieu
E) Genre
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6
________ games have players play a character with the goal of completing some mission.
A) Simulation
B) First-person shooter
C) Role-playing
D) Strategy
E) Action
A) Simulation
B) First-person shooter
C) Role-playing
D) Strategy
E) Action
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7
The "QR" in QR code stands for:
A) Query Response.
B) Quick Response.
C) Quiet Reader.
D) Quick Rabbit.
E) Quick Reader.
A) Query Response.
B) Quick Response.
C) Quiet Reader.
D) Quick Rabbit.
E) Quick Reader.
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8
Which of the following characteristics is NOT associated with a social game?
A) multiplayer
B) competitive
C) goal-oriented
D) community-oriented
E) solitary
A) multiplayer
B) competitive
C) goal-oriented
D) community-oriented
E) solitary
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9
World of Warcraft is the largest of the ________ with more than 11 million subscribers.
A) TINAGs
B) FPSs
C) MMORPGs
D) QRs
E) ARGs
A) TINAGs
B) FPSs
C) MMORPGs
D) QRs
E) ARGs
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10
Texas Hold'Em,a social gambling game,is categorized as a(n)________ game.
A) simulation
B) MMORPG
C) role-playing
D) strategy
E) action
A) simulation
B) MMORPG
C) role-playing
D) strategy
E) action
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11
Milieu describes the ________ nature of the game.
A) social
B) tactile
C) visual
D) auditory
E) abstract
A) social
B) tactile
C) visual
D) auditory
E) abstract
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12
Someone who wants to play Bejeweled can just hop online and start matching gemstones for whatever brief time he or she has available.Such a game would be categorized as a ________ game.
A) core
B) casual
C) hardcore
D) challenging
E) demanding
A) core
B) casual
C) hardcore
D) challenging
E) demanding
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13
A mode:
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is a two-dimensional bar code that can be read using a webcam or mobile device equipped with a code reader.
E) refers to the way the game world is experienced.
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is a two-dimensional bar code that can be read using a webcam or mobile device equipped with a code reader.
E) refers to the way the game world is experienced.
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14
Which of the following is historically TRUE?
A) Casual gamers trend older and female.
B) Casual gamers trend younger and female.
C) Casual gamers trend younger and male.
D) Hardcore gamers trend older and female.
E) Hardcore gamers trend younger and female.
A) Casual gamers trend older and female.
B) Casual gamers trend younger and female.
C) Casual gamers trend younger and male.
D) Hardcore gamers trend older and female.
E) Hardcore gamers trend younger and female.
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15
A puzzle game is a type of a ________ game.
A) simulation
B) first-person shooter
C) role-playing
D) strategy
E) action
A) simulation
B) first-person shooter
C) role-playing
D) strategy
E) action
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16
Which of the following characteristics is associated with a core game?
A) small time investment
B) immediate gratification
C) low barriers-to-entry
D) extended lengths of time per gameplay session
E) readily available online
A) small time investment
B) immediate gratification
C) low barriers-to-entry
D) extended lengths of time per gameplay session
E) readily available online
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17
Call of Duty: Black OPS requires a large investment.As such,it is categorized as a ________ game.
A) core
B) casual
C) easy
D) immediately gratifying
E) quick
A) core
B) casual
C) easy
D) immediately gratifying
E) quick
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18
A platform:
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is a two-dimensional bar code that can be read using a webcam or mobile device equipped with a code reader.
E) refers to the way the game world is experienced.
A) is a form of technology that enables the overlay of digital images and information over a real (physical) environment.
B) refers to the hardware systems on which the game is played.
C) is an interactive, electronic device used to display video games.
D) is a two-dimensional bar code that can be read using a webcam or mobile device equipped with a code reader.
E) refers to the way the game world is experienced.
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k this deck
19
Which of the following is categorized as an entertainment network?
A) MySpace
B) Foursquare
C) LinkedIn
D) Snapfish
E) YouTube
A) MySpace
B) Foursquare
C) LinkedIn
D) Snapfish
E) YouTube
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20
________ games attempt to depict real-world situations as accurately as possible.
A) Simulation
B) First-person shooter
C) Role-playing
D) Strategy
E) Action
A) Simulation
B) First-person shooter
C) Role-playing
D) Strategy
E) Action
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21
Which one of the following statements is FALSE?
A) Gamers are not typically open to advertising content in games.
B) Brands benefit when they associate with a successful game.
C) Players identify with the brands their characters use.
D) Branding within a game's story is an unobtrusive way to share a brand's core message.
E) Marketers can measure a game's promotional value.
A) Gamers are not typically open to advertising content in games.
B) Brands benefit when they associate with a successful game.
C) Players identify with the brands their characters use.
D) Branding within a game's story is an unobtrusive way to share a brand's core message.
E) Marketers can measure a game's promotional value.
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22
Penguin Books Australia launched a game called Penguin Party.The game tests a player's knowledge of popular Penguin titles and offers the chance to win branded goods.This game is an example of ________.
A) an advergame
B) an alternate reality game
C) a core game
D) a role-playing game
E) a transmedia social game
A) an advergame
B) an alternate reality game
C) a core game
D) a role-playing game
E) a transmedia social game
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23
Games offer brands each of the following EXCEPT:
A) a targeted audience.
B) large reach.
C) a low level of engagement.
D) low intrusion methods of promotion.
E) a way to interact with brand fans.
A) a targeted audience.
B) large reach.
C) a low level of engagement.
D) low intrusion methods of promotion.
E) a way to interact with brand fans.
Unlock Deck
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24
When you play the Tiger Woods PGA Tour golf game and see him use Nike brand golf equipment and wear Nike brand clothing,this is an example of ________.
A) display ad
B) achievement badge
C) dark ad
D) transactional ad
E) product placement
A) display ad
B) achievement badge
C) dark ad
D) transactional ad
E) product placement
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25
When gamers experience internalization within a game,________ suggests that the brand used by the game character becomes important to the gamer.
A) immersive fiction
B) counterarguing
C) the meaning transfer model
D) the narrative transportation theory
E) augmented reality
A) immersive fiction
B) counterarguing
C) the meaning transfer model
D) the narrative transportation theory
E) augmented reality
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26
You play a game which directs you and others to a web site,and the web site directs everyone to a concert.At this concert,a bunch of you find a USB drive with clues and images stored on it that direct you to yet another location.The game in this question is labeled as a(n)________.
A) casual game
B) gold farming game
C) first-person shooter game
D) simulation game
E) alternate reality game
A) casual game
B) gold farming game
C) first-person shooter game
D) simulation game
E) alternate reality game
Unlock Deck
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k this deck
27
A billboard for Nike appears in the game you are playing.This is an example of a(n)________.
A) display ad
B) achievement badge
C) dark ad
D) transactional ad
E) product placement
A) display ad
B) achievement badge
C) dark ad
D) transactional ad
E) product placement
Unlock Deck
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28
An advergame delivers a ________ message.
A) two-sided
B) radio
C) celebrity
D) branded
E) moral
A) two-sided
B) radio
C) celebrity
D) branded
E) moral
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29
________ proposes that mental stimulation through storytelling encourages players to become lost in the story.
A) Dark marketing
B) Steganography
C) The meaning transfer model
D) The narrative transportation theory
E) The transference effect
A) Dark marketing
B) Steganography
C) The meaning transfer model
D) The narrative transportation theory
E) The transference effect
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30
Game ________ means that there are way too many games out there that compete for players' attention.
A) placement
B) internalization
C) transference
D) steganography
E) clutter
A) placement
B) internalization
C) transference
D) steganography
E) clutter
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31
The storefront of Target appears in the game you are playing.This is an example of a(n)________.
A) display ad
B) achievement badge
C) dark ad
D) transactional ad
E) product placement
A) display ad
B) achievement badge
C) dark ad
D) transactional ad
E) product placement
Unlock Deck
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Unlock Deck
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32
Netflix offered Farm Cash to FarmVille players who registered for a free trial.This is an example of ________.
A) a screen placement
B) a script placement
C) a display ad
D) a transactional ad
E) an achievement badge
A) a screen placement
B) a script placement
C) a display ad
D) a transactional ad
E) an achievement badge
Unlock Deck
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Unlock Deck
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33
________ is when a player's love for a game rubs off on the brands they encounter within it.
A) The transference effect
B) Augmented reality
C) Counterarguing
D) Immersive fiction
E) Internalization
A) The transference effect
B) Augmented reality
C) Counterarguing
D) Immersive fiction
E) Internalization
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34
In the movie I Am Sam,Starbucks plays a prominent role as the employer of the lead character throughout the film.This is an example of ________.
A) plot placement
B) gold farming
C) transactional advertising
D) augmented reality
E) dark marketing
A) plot placement
B) gold farming
C) transactional advertising
D) augmented reality
E) dark marketing
Unlock Deck
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Unlock Deck
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35
An advergame is designed to reflect a brand's ________.
A) pricing strategies
B) main competitor
C) target audience
D) positioning statement
E) customer base
A) pricing strategies
B) main competitor
C) target audience
D) positioning statement
E) customer base
Unlock Deck
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Unlock Deck
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36
People who work for long hours to accumulate points,game tokens,or virtual goods,such as swords in digital "sweatshops," are called ________.
A) puppet masters
B) rubberneckers
C) gold farmers
D) hardcore gamers
E) advergamers
A) puppet masters
B) rubberneckers
C) gold farmers
D) hardcore gamers
E) advergamers
Unlock Deck
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37
Taylor gets lost in playing Call of Duty to the point that he has now developed a strong love for a Jeep Wrangler,which is prominently advertised and used by characters in the game.Which of the following provides an explanation for this development?
A) narrative transportation theory
B) steganography
C) immersive fiction
D) value realism
E) counterarguing
A) narrative transportation theory
B) steganography
C) immersive fiction
D) value realism
E) counterarguing
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38
________ occurs when members of the target market accept the beliefs of an endorser as their own.
A) The transference effect
B) Augmented reality
C) Counterarguing
D) Immersive fiction
E) Internalization
A) The transference effect
B) Augmented reality
C) Counterarguing
D) Immersive fiction
E) Internalization
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39
If a gamer thinks about all the reasons why the advertising message on the screen does not apply to them,they are engaging in ________.
A) counterarguing
B) internalization
C) rubbernecking
D) transferrence
E) augmented reality
A) counterarguing
B) internalization
C) rubbernecking
D) transferrence
E) augmented reality
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40
In Madden NFL 11,players are exposed various mentions of the Old Spice brand via Old Spice Swagger,a sponsored rating of a player's personality.This is an example of ________.
A) a screen placement
B) a script placement
C) a display ad
D) a transactional ad
E) an achievement badge
A) a screen placement
B) a script placement
C) a display ad
D) a transactional ad
E) an achievement badge
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41
The tactic of hiding messages within another medium,such that the message is undetectable for those who do not know to look for it,is known as ________.
A) dark marketing
B) steganography
C) immersive fiction
D) gold farming
E) plot placement
A) dark marketing
B) steganography
C) immersive fiction
D) gold farming
E) plot placement
Unlock Deck
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42
In ARGs,puppet masters are:
A) certain characters in the game.
B) the gamers/players.
C) the game writers.
D) the brands associated with the game.
E) the gamers family members.
A) certain characters in the game.
B) the gamers/players.
C) the game writers.
D) the brands associated with the game.
E) the gamers family members.
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43
Games that utilize a collective detective approach are specifically characterized as:
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
Unlock Deck
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Unlock Deck
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44
Transmedia social games are specifically characterized as:
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
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45
The most successful ARGs in terms of participation are ________.
A) government-sponsored
B) locally-sponsored
C) non-branded
D) athlete-sponsored
E) brand-sponsored
A) government-sponsored
B) locally-sponsored
C) non-branded
D) athlete-sponsored
E) brand-sponsored
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46
Games with immersive fiction are specifically characterized as:
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
Unlock Deck
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Unlock Deck
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47
Which one of the following statements is FALSE regarding ARGs?
A) The ARG story unfolds as a mystery that invites players to solve clues before more of the narrative is revealed.
B) The ARG players are real people.
C) ARG players never feel the need to compete with each other to solve the mystery.
D) ARG stories are fluid and unpredictable.
E) ARG players especially rely on social communities.
A) The ARG story unfolds as a mystery that invites players to solve clues before more of the narrative is revealed.
B) The ARG players are real people.
C) ARG players never feel the need to compete with each other to solve the mystery.
D) ARG stories are fluid and unpredictable.
E) ARG players especially rely on social communities.
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48
Which of the following represents an ARG credo?
A) TINAG
B) FPS
C) MMORPG
D) QR
E) RPG
A) TINAG
B) FPS
C) MMORPG
D) QR
E) RPG
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49
The key for brand-sponsored ARGs is to ensure a high level of ________.
A) congruence between the game and the brand
B) music in the game
C) athletic characters in the game
D) conflict between characters in the game
E) comparative advertising in the game
A) congruence between the game and the brand
B) music in the game
C) athletic characters in the game
D) conflict between characters in the game
E) comparative advertising in the game
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50
In ARG-speak,the curtain is:
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
Unlock Deck
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51
Which one of the following statements is FALSE regarding ARGs?
A) ARGs are based on a true story.
B) ARGs are strategy/puzzle games.
C) ARGS offer clues on multiple platforms.
D) The ARG game space is NOT fictional.
E) ARG players are geographically dispersed, sometimes worldwide.
A) ARGs are based on a true story.
B) ARGs are strategy/puzzle games.
C) ARGS offer clues on multiple platforms.
D) The ARG game space is NOT fictional.
E) ARG players are geographically dispersed, sometimes worldwide.
Unlock Deck
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52
In ARG-speak,the trail is:
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
Unlock Deck
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Unlock Deck
k this deck
53
The first clue of an ARG appeared on the back of a shirt promoting a band's tour-on the back of the shirt several letters were highlighted that spelled out the name that led players to a website.This clue is an example of a(n)________.
A) rabbit hole
B) trail
C) back story
D) curtain
E) platform
A) rabbit hole
B) trail
C) back story
D) curtain
E) platform
Unlock Deck
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54
Dark play ARG games are specifically characterized as:
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
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55
________ follow the game,but do not actively participate.
A) Casual gamers
B) Puppet masters
C) Lurkers
D) Rubberneckers
E) Gold farmers
A) Casual gamers
B) Puppet masters
C) Lurkers
D) Rubberneckers
E) Gold farmers
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56
Robert,a car enthusiast,posted constantly in "The Art of the Heist" ARG forum that Audi used to promote its A3 model,but never played the game by deciphering the clues.By definition,Robert was a ________ for this ARG.
A) casual gamer
B) puppet master
C) lurker
D) rubbernecker
E) gold farmer
A) casual gamer
B) puppet master
C) lurker
D) rubbernecker
E) gold farmer
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57
In ARG-speak,the rabbit hole is:
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
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58
Which one of the following statements is FALSE regarding ARGs?
A) The story typically unfolds in a linear fashion.
B) ARGs are organic.
C) ARG players rely on the Internet as the hub of communication.
D) ARG players desire to share information with each other.
E) The ARG story is often followed by observers.
A) The story typically unfolds in a linear fashion.
B) ARGs are organic.
C) ARG players rely on the Internet as the hub of communication.
D) ARG players desire to share information with each other.
E) The ARG story is often followed by observers.
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59
________ participate in forums,but do not actively play.
A) Casual gamers
B) Puppet masters
C) Lurkers
D) Rubberneckers
E) Gold farmers
A) Casual gamers
B) Puppet masters
C) Lurkers
D) Rubberneckers
E) Gold farmers
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60
Unfiction.com defines a(n)________ as "a cross-media genre of interactive fiction using multiple delivery and communications media,including television,radio,newspapers,Internet,email,SMS,telephone,voicemail,and postal service."
A) advergame
B) alternate reality game
C) MMORPG
D) casual game
E) transactional advertisement
A) advergame
B) alternate reality game
C) MMORPG
D) casual game
E) transactional advertisement
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61
Which one of the following statements about ARGs is FALSE?
A) ARGs are welcomed brand messages among gamers.
B) The ARG games encourage enthusiasts to seek out new information as it is presented in the game.
C) ARGs do not invade people's space with a brand message.
D) ARGs require very little effort from initial conception through planning and execution.
E) ARGs require constant monitoring and input from the game architects through to the game's end.
A) ARGs are welcomed brand messages among gamers.
B) The ARG games encourage enthusiasts to seek out new information as it is presented in the game.
C) ARGs do not invade people's space with a brand message.
D) ARGs require very little effort from initial conception through planning and execution.
E) ARGs require constant monitoring and input from the game architects through to the game's end.
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62
The percentage of gamers that are over 50 years old is expected to decrease as seniors diminish the value they place on gaming as a social entertainment experience.
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63
Sony's PlayStation3 is an example of a platform.
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64
Which of the following statements is NOT a guideline for developing a successful ARG?
A) Include plot lines and story elements that can be revealed sporadically.
B) Chart the flow of the story, clues, and media used for each as a planning tool.
C) Ensure that the story and the notion of interacting in a game with geographically dispersed players is appropriate to the brand's image and its target audience.
D) Unfold the ARG like a consumer-interactive advertisement.
E) Commit to the ARG and its management.
A) Include plot lines and story elements that can be revealed sporadically.
B) Chart the flow of the story, clues, and media used for each as a planning tool.
C) Ensure that the story and the notion of interacting in a game with geographically dispersed players is appropriate to the brand's image and its target audience.
D) Unfold the ARG like a consumer-interactive advertisement.
E) Commit to the ARG and its management.
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65
Perhaps the best-known RPG is Dungeons and Dragons.
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66
Gamers will always reject advergames.
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67
Games that utilize a cadet narrative are specifically characterized as:
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
A) allowing the player to direct how the story underlying the game develops.
B) involving two or more different media.
C) acknowledging the need for a team approach to solve the mystery within the game.
D) disguising the sponsoring brand of the game itself.
E) having a story that seeks to intrigue the audience and the brand benefits merely from its sponsorship or association with the story.
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68
Static ads are variable and change based on specific criteria.
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69
Which one of the following statements about ARGs is FALSE?
A) The ARG game can evolve in ways the architects did not originally plan.
B) Fans drive the plot of ARGs.
C) Hardcore brand loyalists always welcome the influx of new people who express interest in the ARG game.
D) ARGs are unlikely to reach the same number of prospects as a brand could attract if it used mass media.
E) ARG players are typically debriefed after the game's end.
A) The ARG game can evolve in ways the architects did not originally plan.
B) Fans drive the plot of ARGs.
C) Hardcore brand loyalists always welcome the influx of new people who express interest in the ARG game.
D) ARGs are unlikely to reach the same number of prospects as a brand could attract if it used mass media.
E) ARG players are typically debriefed after the game's end.
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70
An example of a milieu is Microsoft's Xbox 360.
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71
Which of the following statements is NOT a guideline for developing a successful ARG?
A) Develop a very simple plot.
B) Include plot lines and story elements that are nonlinear.
C) Break the narrative into fragments the players can reassemble.
D) Design a story that will enhance the sense of reality in the story.
E) Don't overcommercialize the ARG.
A) Develop a very simple plot.
B) Include plot lines and story elements that are nonlinear.
C) Break the narrative into fragments the players can reassemble.
D) Design a story that will enhance the sense of reality in the story.
E) Don't overcommercialize the ARG.
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72
Only a small percentage of American households today play computer and video games.
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73
If Nike sponsors an ARG but only reveals itself as the sponsor at the end of the game after the mystery is solved,then it is employing ________.
A) transactional advertising
B) rubbernecking
C) counterarguing
D) dark marketing
E) gold farming
A) transactional advertising
B) rubbernecking
C) counterarguing
D) dark marketing
E) gold farming
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74
Brands play a relatively insignificant role when brought into a story for plot placement.
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75
Which one of the following statements about ARGs is FALSE?
A) The reach of ARGs can be substantial.
B) The ARG games attract media attention and publicity.
C) Exposures earned from ARGs do not last as long as those for traditional media.
D) ARGs are high-engagement messages.
E) The ARG games pull enthusiasts into the story.
A) The reach of ARGs can be substantial.
B) The ARG games attract media attention and publicity.
C) Exposures earned from ARGs do not last as long as those for traditional media.
D) ARGs are high-engagement messages.
E) The ARG games pull enthusiasts into the story.
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76
Which of the following statements is NOT a guideline for developing a successful ARG?
A) Have a story to tell.
B) Reveal the full story narrative at the beginning of the game.
C) Use obscure clues and messages that will require player interaction to decipher the scenes.
D) Utilize a variety of media.
E) Carefully design game elements to leverage the characteristics of the delivery medium.
A) Have a story to tell.
B) Reveal the full story narrative at the beginning of the game.
C) Use obscure clues and messages that will require player interaction to decipher the scenes.
D) Utilize a variety of media.
E) Carefully design game elements to leverage the characteristics of the delivery medium.
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77
Plot placement results in enhanced brand purchase.
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78
Epic Goal,a live-action soccer game,is categorized as a strategy game.
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79
The back story of an ARG is:
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
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k this deck
80
The forward story of an ARG is:
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
A) an invisible line separating the players from the puppet masters.
B) a clue or site that initiates the game.
C) a reference index of the game including relevant sites, puzzles, ingame characters, and other information.
D) a pre-game context.
E) a plan for how the story will continue, which can be used to foreshadow for future game play.
Unlock Deck
Unlock for access to all 102 flashcards in this deck.
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k this deck