QCM VIDEO GAME Flashcards

Chapter 3 : Video game Pour travailler le chapitre 3 : 1) Vous lirez le texte No 20 intitulé «video game addiction » (pages 65-68 de votre manuel). 2) Vous écouterez la version audio 8 de ce texte (voir le DVD accompagnant le livre). 3) Vous visionnerez la petite conférence donnée par de Daphné Bavelier et intitulée « Your brain on video games » à partir du lien donné ci-dessous : 4) Vous lirez le texte ci-dessous intitulé " Videogame ": celui-ci présente des informations importantes

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1
Q

According to Daphné Bavelier, how many objects can an action video gamer track in comparison to a non-payer ?
Veuillez choisir une réponse :
a. 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
b. 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
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

b. 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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2
Q

According to Daphné Bavelier, what impact do videogames have on gamers’ vision in comparison with non-players one’s ?
Veuillez choisir une réponse :
a. There’s no difference between Videogamers’ and non-players’ vision.
b. It depends on screen time that makes your eye sight worse if you play intensively
c. Videogamers have a better vision than non-players
d. Non-players have a better vision than videogamers

A

c. Videogamers have a better vision than non-players

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3
Q

Which of the following has not been a consistent effect of viewing violent video games ?
Veuillez choisir une réponse :
a. increased appetite
b. increased aggressive thoughts
c. increased aggressive behavior
d. increased aggressive feelings

A

a. increased appetite

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4
Q

According to Daphné Bavelier, what percentage of school-aged individuals are playing video games ?
Veuillez choisir une réponse :
a. 80%
b. 90%
c. 60%
d. 70%

A

b. 90%

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5
Q

Which general area(s) of the brain is/are especially activated when playing video games ?
Veuillez choisir une réponse :
a. The main changes are located in the network that controls senses of smell and sound (temporal lobe)
b. The main changes are located in the network that controls attention (parietal lobe, frontal lobe and anterior cingulate)
c. There’s no activated area in the brain.
d. The main changes are located in the network that controls emotions and memory (limbic lobe)

A

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

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6
Q

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

A

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

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7
Q

According to your textbook (page 56), research on cerebral imaging has shown that impulse control is established at what age ?
Veuillez choisir une réponse :
a. at the end of chilhood – around age 10
b. at the end of adolescence – around age 25
c. in the middle of adolescence – around age 16
d. at the beginning of adolescence – around age 11

A

b. at the end of adolescence – around age 25

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8
Q

The paradox about video games is that :
Veuillez choisir au moins une réponse :
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 an neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior.

A

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 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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9
Q

A videogame can be best defined by the following description :
Veuillez choisir une réponse :
a. It allows players to experience the action first-hand.
b. It uses such technology as a DVD to provide hints for playing a board game.
c. The action of the game must take place interactively on-screen.
d. All of the above.
e. None of the above.

A

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

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10
Q

The term used to describe players tending to stay with one game site longer than with other Web sites is :
Veuillez choisir une réponse :
a. Sticky
b. Brand loyalty
c. Elastic
d. Permanence

A

a. Sticky

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11
Q

Which media influence is considered to contribute the most to aggression in people ?
Veuillez choisir une réponse :
a. Movies
b. Violent video games
c. Television
d. Commercials

A

b. Violent video games

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12
Q

According to your textbook, on which area(s) tend to focus existing research on video gaming ?
Veuillez choisir une réponse :
a. Reviews of online (as opposed to offline) gaming addiction.
b. The negative effects of playing video-games on one hand and the pedagogical use on the other hand.
c. Measuring the effect of playing video-games on cognitive abilities (perception, visual attention).
d. Reviews of video game addiction and co-morbidity/convergence with other addictions such as gambling addiction and Internet addiction.
e. Reviews of video game addiction treatment.

A

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

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13
Q

A virtual world that continues to exist even after a user exits it is termed :
Veuillez choisir une réponse :
a. Undefined world (UW)
b. Continuous world (CW)
c. Regular world (RW)
d. Persistent world (PW)

A

d. Persistent world (PW)

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14
Q

How would you define Jacob’s general theory of addiction mentioned page 67 of your textbook ?
Veuillez choisir une réponse :
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 a and b are correct
e. Both answers a and c are correct
f. Both answers b and c are correct

A

e. Both answers a and c 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.

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15
Q

According to Daphné Bavelier, what is currently the average age of a video gamer ?
Veuillez choisir une réponse :
a. 18 years old
b. 33 years old
c. 8 years old
d. 55 years old

A

b. 33 years old

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16
Q

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

A

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

17
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 ?
Veuillez choisir une réponse :
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 : 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.
c. 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.
d. 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.

A

c. 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.

18
Q

Which of the following statement(s) is/are true ?
Veuillez choisir une réponse :
a. People who play a lot of video games have no problem whatsoever.
b. Some studies have found that violent video games significantly increase aggression.
c. All of these statements are correct.
d. All of these statements are false.
e. Scientific literature about video games is clear about a probable mental illness.

A

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

19
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 Film No11 in your textbook to help you) ?
Veuillez choisir une réponse :
a. Reaction time test
b. Rorschah inkblot test
c. Stroop test
d. Thematic Apperception Test (TAT)

A

c. Stroop test

20
Q

In her speech, Daphné Bavelier speaks about a study on high multimedia taskers. What are the general results of this study taking place in Stanford University ?
Veuillez choisir une réponse :
a. Stanford researchers have shown that media multi taskers were performing much better on 3 different cognitive tests in comparison with non-players.
b. Stanford researchers have shown no difference between media multi taskers and non-players considering their cognitive abilities on different tests.
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 good health and that such multiple actions develop their cognitive control.
d. 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.

A

d. 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

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

A

c. 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.

22
Q

What are the main results of Chappel et al.’s study mentioned in the book page 66 ?
Veuillez choisir une réponse :
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 a and b are correct.
e. Both answers a and c are correct.
f. Both answers b and c are correct.

A

f. Both answers b and c 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

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 :
Veuillez choisir une réponse :
a. None, Christina is a girl and we know that risk factors concern only boys.
b. You would try to see if Christina’s family has a problem, as everything is related to family.
c. 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.
d. You would ask for a brain scan because the brain activation can reveal everything.

A

c. 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.

24
Q

More gray matter volume in the part of the brain is known to be an evidence of :
Veuillez choisir une réponse :
a. Dysfunctional brain activation.
b. None of the above.
c. Reward and addiction.
d. Larger ventral striatum.
e. All of these statements are correct.

A

c. Reward and addiction.

25
Q

After having evaluated the video game addiction, we know now that :
Veuillez choisir une réponse :
a. Violent video games are to blame for the increasing social violence.
b. Violent video games are not the only reason for increasing social violence.
c. Violent video games and TV programs have nothing to do with social violence.
d. We have no idea what violent video games provoke to our brain.

A

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