U7 Video Games Flashcards

1
Q

o video game types

A

These include action, adventure, role play, strategy, simulation, driving, puzzle, and sports

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

o projective identity

A

The interface between one’s real world identities and the virtual identity. The identity that arises when an individual imposes his or her agency on an avatar in a game

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

o video game play incidence

A

The proportion of users in a certain demographic that report using video games. 6 yrs and young use less than any other medium. Video game play increases as children get older. More boys played than girls and girls played twice as long

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

o Chinese Gold Farming

A

The practice of playing a massively multiplayer online game to acquire in-game currency and later selling it for real world money

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

o multiuser domain games

A

a multiplayer, real-time virtual world, usually text based or storyboarded.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

o sensory immersion

A

related to audiovisual execution of games. Games are audio visually impressive 4D stereophonic worlds that surrounding players. The player becomes entirely focused on the game world and its stimuli

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

o challenge-based immersion

A

Based on interaction, this feeling of immersion is most powerful when one is able to achieve a satisfying balance of challenges and abilities. Motor skills, mental skills, strategic thinking or logical problem solving are challenged.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

o imaginative immersion

A

Absorption with stories in the game world so that one begins to feel or identify with the characters of the game

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

o America’s Army

A

A series of first person shooter games designed to educate and recruit prospective soldiers in the US

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

o moderating variables

A

Moderator variables include the age, gender, aggressiveness, and intelligence of the player; media content aspects; and social environment elements. Younger children are more susceptible to the effects of media violence, although that does not mean that older teens and adults are not also affected.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

o Entertainment Software Rating Board (ESRB)

A

Is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

o electronic arts

A

Electronic Arts Inc. is an American video game company headquartered in Redwood City, California. pioneer of the early home computer game industry and promoted the designers and programmers responsible for its games as “software artists.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

o tactical Internet

A

The Tactical Internet is the term used to describe this integrated battlespace communications network. The term is appropriate due to functional similarities to the commercial Internet and because the Tactical Internet communications. infrastructure is based on Internet technology.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

o aggressive behaviour

A

Physical aggression may range in severity from less serious acts, such as pushing or shoving, to more serious physical assaults and fighting,
extending to violent acts that carry a significant risk of serious injury. There is no clear-cut consensus-based line separating “violence” from milder forms of physical aggression, nor is one needed to understand the research findings on media violence.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

o aggressive cognition

A

effects of violent video games on aggressive thoughts, emotions, and physiological arousal. The participants who had played the violent game generated significantly more aggressive thoughts than those who had simply mimicked its movements

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

o aggressive affect

A

s

17
Q

o helping behaviour

A

Helping behavior and prosocial behavior decreased with exposure to violent video games

18
Q

o physiological arousal

A

physical human responses, such as escalations in blood pressure and rate of respirations, and lessened gastrointestinal activity