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
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
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.
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
c. Videogamers have a better vision than non-players
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. increased appetite
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%
b. 90%
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)
b. The main changes are located in the network that controls attention (parietal lobe, frontal lobe and anterior cingulate)
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
e. That people who play a lot of video games have a problem to control themselves and are more emotive.
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
b. at the end of adolescence – around age 25
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. 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.
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.
c. The action of the game must take place interactively on-screen.
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. Sticky
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
b. Violent video games
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.
b. The negative effects of playing video-games on one hand and the pedagogical use on the other hand.
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)
d. Persistent world (PW)
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
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.
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
b. 33 years old