Chapter3 : Video Game Flashcards
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
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
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
2 - According to Daphné Bavelier, what is currently the average age of a video gamer?
d. 33 years old
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
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
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
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
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)
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)
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
6 - A videogame can be best defined by the following description:
d. The action of the game must take place interactively on-screen
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.
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.
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
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
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.
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.
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
10 - More gray matter volume in the part of the brain is known to be an evidence of:
e. Reward and addiction
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
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
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
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
13 - According to Daphné Bavelier, what percentage of school-aged individuals are playing video games? a. 80%
b. 90%
c. 70%
d. 60%
13 - According to Daphné Bavelier, what percentage of school-aged individuals are playing video games?
b. 90%
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.
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.
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
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.