Devoir 3 - video game addiction Flashcards
Which media influence is considered to contribute the most to aggression in people ?
1- TV
2- Violent video games
3- movies
4- commercials
2- Violent video games
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.
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.
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.
6- Both answers 2 and 3 are correct.
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.
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.
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.
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.
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.
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.
According to Daphné Bavelier, what percentage of school-aged individuals are playing video games ?
1- 60%
2- 70%
3- 80%
4- 90%
4- 90%
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.
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.
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
3- We need to do longitudinal studies so as to see the link between video games and addiction.
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
3- That people who play a lot of video games have a problem to control themselves and are more emotive.
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)
2- Persistent world (PW)
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.
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.
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
2- reward and addiction
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
4- Sticky
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.
2- Videogamers have a better vision than non-players.