Devoir 3 - video game addiction Flashcards

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1
Q

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

1- TV

2- Violent video games

3- movies

4- commercials

A

2- Violent video games

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2
Q

The paradox about video games is that :

1- American Psychiatric Association doesn’t recognize a video game addiction but being a psychologist specialized to video games can make you rich and famous.

2- American Psychological Association tries to include video game addiction in DSM but American Psychiatric Association doesn’t accept it.

3- American Psychiatric Association doesn’t recognize a video game addiction but recognizes that gaming prompts an neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior.

4- None of the above.

A

1- American Psychiatric Association doesn’t recognize a video game addiction but being a psychologist specialized to video games can make you rich and famous.

AND

3- American Psychiatric Association doesn’t recognize a video game addiction but recognizes that gaming prompts an neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior.

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3
Q

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

1- All the components of addiction were found.

2- Some core compoments of addiction were found but not all of it.

3- Individuals use functional attribution i.e. they pathologize their behavior as a way of eliminating self-blame and “excusing” their behavior.

4- Both answers 1 and 2 are correct.

5- Both answers 1 and 3 are correct.

6- Both answers 2 and 3 are correct.

A

6- Both answers 2 and 3 are correct.

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4
Q

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 :

1- None, Christina is a girl and we know that risk factors concern only boys.

2- 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.

3- You would try to see if Christina’s family has a problem, as everything is related to family.

4- You would ask for a brain scan because the brain activation can reveal everything.

A

2- 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.

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5
Q

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) ?

1- Naming the color of the word takes longer for gamers.

2- Gamers are more prone to errors than when the color of the ink matches the name of the color.

3- 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.

4- There’s no difference between gamers and non-players for this type of task.

A

3- 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.

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6
Q

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

1- 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.

2- 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.

3- 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.

4- 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.

A

4-

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.

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7
Q

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

1- 60%

2- 70%

3- 80%

4- 90%

A

4- 90%

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8
Q

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

1- 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.

2- 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.

3- An action video gamer can’t track any object because of the attention problems and distractibility induced by the game.

4- An action video gamer can track an endless number of objects because of the attention skills S/he developed when playing a lot.

A

2- 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.

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9
Q

Concerning the future of video games literature :

1- We need to define video games as an addiction.

2- We need to protect children from video games.

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

4- All of the above

A

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

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10
Q

Neuroimaging studies have shown :

1- That we need to do only these kind of studies because they are more accurate.

2- That there are problems in temporal cortex which signifies a memory trouble.

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

4- None of the above

A

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

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11
Q

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

1- Continuous world (CW)

2- Persistent world (PW)

3- Regular world (RW)

4- Undefined world (UW)

A

2- Persistent world (PW)

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12
Q

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 ?

1- 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.

2- 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.

3- Stanford researchers have shown that media multi taskers were performing much better on 3 different cognitive tests in comparison with non-players.

4- Stanford researchers have shown no difference between media multi taskers and non-players considering their cognitive abilities on different tests.

A

1- 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.

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13
Q

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

1- larger ventral striatum

2- reward and addiction

3- dysfunctional brain activation

4- all of the above

A

2- reward and addiction

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14
Q

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

1- Elastic

2- Permanence

3- Brand loyalty

4- Sticky

A

4- Sticky

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15
Q

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

1- Non-players have a better vision than videogamers.

2- Videogamers have a better vision than non-players.

3- There’s no difference between Videogamers’ and nonplayers’ vision.

4- Screen time makes your eye sight worse.

A

2- Videogamers have a better vision than non-players.

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16
Q

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

1- increased appetite.

2- increased aggressive behavior.

3- increased aggressive feelings.

4- increased aggressive thoughts.

A

1- increased appetite.

17
Q

A videogame can be best defined by the following description :

1- It uses such technology as a DVD to provide hints for playing a board game.

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

3- It allows players to experience the action first-hand.

4- All answers are correct.

A

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

18
Q

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

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

2- Violent video games are to blame for the increasing social violence.

3- Violent video games and TV programs have nothing to do with social violence.

4- We have no idea what violent video games provoke to our brain.

A

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

19
Q

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

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

2- The main changes are located in the network that controls emotions and memory (limbic lobe).

3- The main changes are located in the network that controls senses of smell and sound (temporal lobe).

4- There’s no activated area of the brain.

A

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

20
Q

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

1- 8 years old

2- 19 years old

3- 33 years old

4- 65 years old

A

3- 33 years old

21
Q

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

1- 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.

2- An addicted person takes part in the chosen activity to confront his/herself to the reality of existence.

3- The relation between an individual and his/her addictive behavior is rooted in a need to increase or decrease arousal levels.

4- Both answers 1 and 2 are correct.

5- Both answers 1 and 3 are correct

6- Both answers 2 and 3 are correct

A

5- Both answers 1 and 3 are correct

22
Q

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 page XXX of your textbook to help you) ?

1- Rorschah inkblot test

2- Thematic Apperception Test (TAT)

3- Stroop test

4- Reaction time test

A

3- Stroop test

23
Q

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

1- The negative effects on one hand and the pedagogical use on the other hand.

2- The negative effects only

3- The positive effects only

4- The pedagogical use only

A

1- The negative effects on one hand and the pedagogical use on the other hand.

24
Q

Which of the following statements is true ?

1- Scientific literature about video games is clear about a probable mental illness.

2- People who play a lot of video games have no problem whatsoever.

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

4- All of the above.

A

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

25
Q

What of the following is a myth about video games ?

1- Laboratory experiments are irrelevant

2- Field experiments are irrelevant

3- Correlational studies are irrelevant.

4- All of the above

A

4- All of the above

26
Q

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

1- in the middle of adolescence – around age 16

2- at the beginning of adolescence – around age 11

3- at the end of chilhood – around age 10

4- at the end of adolescence – around age 25

A

4- at the end of adolescence – around age 25

27
Q

What is a MMORPG ?

A

A Massively-Multiplayer Online Role-Playing Game

28
Q

List three of the core components of addiction :

A

Three of :

  • salience,
  • mood modification,
  • tolerance,
  • withdrawal symptoms,
  • craving,
  • relapse
29
Q

What is a “persistent world” ?

A

A virtual world which continues after a player stops playing.

30
Q

Which writer has suggested that addiction represents an escape from too much or too little stimulation ?

A

Jacob

31
Q

What is an “avatar” ?

A

A virtual character representing a player in the game.