Chapter3 : Video Game Flashcards

You may prefer our related Brainscape-certified flashcards:
1
Q

1 - According to your textbook (page 56), research on cerebral imaging has shown that impulse control is established at what age?

a. at the end of adolescence – around age 25
b. at the beginning of adolescence – around age 11
c. in the middle of adolescence – around age 16
d. at the end of chilhood – around age 10

A

1 - According to your textbook (page 56), research on cerebral imaging has shown that impulse control is established at what age?

a. at the end of adolescence – around age 25

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

2 - According to Daphné Bavelier, what is currently the average age of a video gamer?

a. 18 years old
b. 8 years old
c. 55 years old
d. 33 years old

A

2 - According to Daphné Bavelier, what is currently the average age of a video gamer?

d. 33 years old

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

3 - In the “you tube” film, Daphné Bavelier makes people participate to a test that consists of a colour named word being presented in a conflicting coloured ink; for example the word red is written in yellow ink. Do you know the name of this test (see Film No11 in your textbook to help you)?

a. Rorschah inkblot test
b. Thematic Apperception Test (TAT)
c. Stroop test
d. Reaction time test

A

3 - In the “you tube” film, Daphné Bavelier makes people participate to a test that consists of a colour named word being presented in a conflicting coloured ink; for example the word red is written in yellow ink. Do you know the name of this test (see Film No11 in your textbook to help you)?

c. Stroop test

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

4 - The paradox about video games is that:

a. American Psychiatric Association doesn’t recognize a video game addiction but being a psychologist specialized to video games can make you rich and famous.
b. American Psychological Association tries to include video game addiction in DSM but the American Psychiatric Association doesn’t accept it.
c. American Psychiatric Association doesn’t recognize a video game addiction but recognizes that gaming prompts a neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior

A

4 - The paradox about video games is that:

a. American Psychiatric Association doesn’t recognize a video game addiction but being a psychologist specialized to video games can make you rich and famous.
c. American Psychiatric Association doesn’t recognize a video game addiction but recognizes that gaming prompts a neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

5 - Which general area(s) of the brain is/are especially activated when playing video games?

a. There’s no activated area in the brain.
b. The main changes are located in the network that controls attention (parietal lobe, frontal lobe and anterior cingulate)
c. The main changes are located in the network that controls emotions and memory (limbic lobe)
d. The main changes are located in the network that controls senses of smell and sound (temporal lobe)

A

5 - Which general area(s) of the brain is/are especially activated when playing video games?

b. The main changes are located in the network that controls attention (parietal lobe, frontal lobe and anterior cingulate)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

6 - A videogame can be best defined by the following description:

a. It uses such technology as a DVD to provide hints for playing a board game.
b. All of the above
c. None of the above
d. The action of the game must take place interactively on-screen
e. It allows players to experience the action first-hand

A

6 - A videogame can be best defined by the following description:

d. The action of the game must take place interactively on-screen

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

7 - What is the experimental procedure initiated in Toronto and described by Daphné Bavelier in order to test mental orientation abilities of action video gamers?

a. Step1. Mental orientation task // Step2. Play 10 hours of action games in a raw // Step 3. Tested again after some days on the same mental orientation task.
b. Step1. Mental orientation task // Step2. Play 10 hours of action games : shots of 40 minutes, several days over a period of 2 weeks // Step 3. Tested again after some days on a comparable but different mental orientation task.
c. Step1. Mental orientation task // Step2. Play 40 hours of action games in a raw // Step 3. Tested again after some days on the same mental orientation task.
d. Step1. Mental orientation task // Step2. Play 10 hours of action games : little shots of 40 minutes, several days over a period of 2 weeks // Step 3. Tested again after some days on the same mental orientation task.

A

7 - What is the experimental procedure initiated in Toronto and described by Daphné Bavelier in order to test mental orientation abilities of action video gamers?

b. Step1. Mental orientation task // Step2. Play 10 hours of action games : shots of 40 minutes, several days over a period of 2 weeks // Step 3. Tested again after some days on a comparable but different mental orientation task.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

8 - According to Daphné Bavelier, what impact do videogames have on gamers’ vision in comparison with non-players one’s?

a. It depends on screen time that makes your eye sight worse if you play intensively
b. There’s no difference between Videogamers’ and non-players’ vision.
c. Videogamers have a better vision than non-players
d. Non-players have a better vision than videogamers

A

8 - According to Daphné Bavelier, what impact do videogames have on gamers’ vision in comparison with non-players one’s?

c. Videogamers have a better vision than non-players

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

9 - According to your textbook, on which area(s) tend to focus existing research on video gaming?

a. The negative effects of playing video-games on one hand and the pedagogical use on the other. hand.
b. Measuring the effect of playing video-games on cognitive abilities (perception, visual attention).
c. Reviews of online (as opposed to offline) gaming addiction.
d. Reviews of video game addiction treatment.
e. Reviews of video game addiction and co-morbidity/convergence with other addictions such as gambling addiction and Internet addiction.

A

9 - According to your textbook, on which area(s) tend to focus existing research on video gaming?

a. The negative effects of playing video-games on one hand and the pedagogical use on the other. hand.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

10 - More gray matter volume in the part of the brain is known to be an evidence of:

a. Larger ventral striatum
b. All of these statements are correct
c. Dysfunctional brain activation
d. None of the above
e. Reward and addiction

A

10 - More gray matter volume in the part of the brain is known to be an evidence of:

e. Reward and addiction

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

11 - According to Daphné Bavelier, how many objects can an action video gamer track in comparison to a non-payer?

a. An action video gamer can have a span of 6 to 7 objects of attention whereas a non-player has a span of 3 or 4 objects of attention
b. An action video gamer can have a span of 3 or 4 objects of attention, whereas a non-player has a span of 1 or 2 objects of attention
c. An action video gamer can’t track any object because of the attention problems and distractibility induced by the game
d. An action video gamer can track an undless number of objects because of the attention skills S/he developed when playing a lot

A

11 - According to Daphné Bavelier, how many objects can an action video gamer track in comparison to a non-payer?

a. An action video gamer can have a span of 6 to 7 objects of attention whereas a non-player has a span of 3 or 4 objects of attention

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

12 - Neuroimaging studies have shown:

a. That there are problems in temporal cortex which signifies a memory trouble
b. That people who play a lot of video games have a problem to control themselves and are more emotive
c. All of these statements are true
d. That we need to do only these kind of studies because they are more accurate
e. All of these statements are false

A

12 - Neuroimaging studies have shown:

b. That people who play a lot of video games have a problem to control themselves and are more emotive

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

13 - According to Daphné Bavelier, what percentage of school-aged individuals are playing video games? a. 80%

b. 90%
c. 70%
d. 60%

A

13 - According to Daphné Bavelier, what percentage of school-aged individuals are playing video games?

b. 90%

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

14 - After having evaluated the video game addiction, we know now that:

a. Violent video games are not the only reason for increasing social violence.
b. We have no idea what violent video games provoke to our brain.
c. Violent video games are to blame for the increasing social violence.
d. Violent video games and TV programs have nothing to do with social violence.

A

14 - After having evaluated the video game addiction, we know now that:

a. Violent video games are not the only reason for increasing social violence.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

15 - How would you define Jacob’s general theory of addiction mentioned page 67 of your textbook?

a. Any activity that has the capacity to be either arousing and/or relaxing, and that can allow a person to be distracted from his/her normal life, is likely to be engaged in excessively by some individuals.
b. An addicted person takes part in the chosen activity to confront his/herself to the reality of existence.
c. The relation between an individual and his/her addictive behavior is rooted in a need to increase or decrease arousal levels.
d. Both answers 1 and 2 are correct
e. Both answers 1 and 3 are correct
f. Both answers 2 and 3 are correct

A

15 - How would you define Jacob’s general theory of addiction mentioned page 67 of your textbook?

e. Both answers 1 and 3 are correct

a. Any activity that has the capacity to be either arousing and/or relaxing, and that can allow a person to be distracted from his/her normal life, is likely to be engaged in excessively by some individuals.
c. The relation between an individual and his/her addictive behavior is rooted in a need to increase or decrease arousal levels.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

16 - Which of the following has not been a consistent effect of viewing violent video games?

a. increased appetite
b. increased aggressive behavior
c. increased aggressive thoughts
d. increased aggressive feelings

A

16 - Which of the following has not been a consistent effect of viewing violent video games?

a. increased appetite

17
Q

17 - Which of the following statement(s) is/are true?

a. Some studies have found that violent video games significantly increase aggression
b. All of these statements are false
c. People who play a lot of video games have no problem whatsoever
d. All of these statements are correct
e. Scientific literature about video games is clear about a probable mental illness

A

17 - Which of the following statement(s) is/are true?

a. Some studies have found that violent video games significantly increase aggression

18
Q

18 - What is the difference between gamers and non-players when you compare their performance on this test consisting in naming a color printed in a color differing from the color expressed by the word’s semantic meaning (e.g. the word “red” printed in blue ink)? (See film No11 in your textbook to help you)

a. Naming the color of the word takes longer for non-players i.e. non-players are more prone to errors than when the color of the ink matches the name of the color
b. Naming the color of the word takes longer for gamers
c. There’s no difference between gamers and non-players for this type of task
d. Gamers are more prone to errors than when the color of the ink matches the name of the color

A

18 - What is the difference between gamers and non-players when you compare their performance on this test consisting in naming a color printed in a color differing from the color expressed by the word’s semantic meaning (e.g. the word “red” printed in blue ink)? (See film No11 in your textbook to help you)

a. Naming the color of the word takes longer for non-players i.e. non-players are more prone to errors than when the color of the ink matches the name of the color

19
Q

19 - Concerning the future of video games literature:

a. We need to protect children from video games
b. We need to do longitudinal studies so as to see the link between video games and addiction
c. All of these statements are true
d. All of these statements are false
e. We need to define video games as an addiction

A

19 - Concerning the future of video games literature:

b. We need to do longitudinal studies so as to see the link between video games and addiction

20
Q

20 - In her speech, Daphné Bavelier speaks about a study on high multimedia taskers. Whats are the general results of this study taking place in Stanford University?

a. Stanford researchers have shown that media multi taskers (for example, talk on the phone, send an instant message and read your e-mail all at once) are in good health and that such multiple actions develop their cognitive control
b. Stanford researchers have shown that media multi taskers were performing much better on 3 different cognitive tests in comparison with non-players
c. Stanford researchers have shown that media multi taskers (for example, talk on the phone, send an instant message and read your e-mail all at once) are in danger and that such multiple actions may impair their cognitive control
d. Stanford researchers have shown no difference between media multi taskers and non-players considering their cognitive abilities on different tests

A

20 - In her speech, Daphné Bavelier speaks about a study on high multimedia taskers. Whats are the general results of this study taking place in Stanford University?

c. Stanford researchers have shown that media multi taskers (for example, talk on the phone, send an instant message and read your e-mail all at once) are in danger and that such multiple actions may impair their cognitive control

21
Q

21 - A virtual world that continues to exist even after a user exits it is termed:

a. Undefined world (UW)
b. Regular world (RW)
c. Continuous world (CW)
d. Persistent world (PW)

A

21 - A virtual world that continues to exist even after a user exits it is termed:

d. Persistent world (PW)

22
Q

22 - What are the main results of Chappel et al.’s study mentioned in the book page 66 ?

a. All the components of addiction were found.
b. Some core components of addiction were found but not all of it.
c. Individuals use functional attribution i.e. they pathologize their behavior as a way of eliminating self-blame and “excusing” their behavior.
d. Both answers 1 and 2 are correct
e. Both answers 1 and 3 are correct
f. Both answers 2 and 3 are correct

A

22 - What are the main results of Chappel et al.’s study mentioned in the book page 66 ?

f. Both answers 2 and 3 are correct

b. Some core components of addiction were found but not all of it.
c. Individuals use functional attribution i.e. they pathologize their behavior as a way of eliminating self-blame and “excusing” their behavior.

23
Q

23 - Which media influence is considered to contribute the most to aggression in people?

a. Movies
b. Violent video games
c. Television
d. Commercials

A

23 - Which media influence is considered to contribute the most to aggression in people?

b. Violent video games

24
Q

24 - The term used to describe players tending to stay with one game site longer than with other Web sites is:

a. Brand loyalty
b. Sticky
c. Elastic
d. Permanence

A

24 - The term used to describe players tending to stay with one game site longer than with other Web sites is:

b. Sticky

25
Q

25 - Christine is a 14 years old girl who is visiting a psychologist because her parents think she is addicted to video games. She is playing online video games through Facebook and her results at school are catastrophic. If you were the psychologist, which of the following risk factors would you evaluate:

a. You would ask for a brain scan because the brain activation can reveal everything.
b. You would try to explore if Christina has real friends, if she is impulsive and if she prefers to stay in front of her computer on her free time.
c. None, Christina is a girl and we know that risk factors concern only boys.
d. You would try to see if Christina’s family has a problem, as everything is related to family.

A

25 - Christine is a 14 years old girl who is visiting a psychologist because her parents think she is addicted to video games. She is playing online video games through Facebook and her results at school are catastrophic. If you were the psychologist, which of the following risk factors would you evaluate:
.
b. You would try to explore if Christina has real friends, if she is impulsive and if she prefers to stay in front of her computer on her free time.