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The Textbook Describes a Movement Called Gamification That Advocates Turning

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The textbook describes a movement called gamification that advocates turning daily life into a kind of virtual reality game, in which ''points'' or other conditioned reinforcers are awarded to reward healthy or productive behaviors. What is a potential danger of gamification according to the textbook?


A) Marketing professionals are already studying ways to use gamification to influence consumer preferences and buying decisions.
B) Gamification is based on the traditional prescientific view of human behavior and will lead to the destruction of society.
C) The principles of operant conditioning only work on animals, and applying operant conditioning to human beings can result in unforeseen consequences.
D) Gamification is likely to precipitate the zombie apocalypse.

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