VIDEO GAME ADDICTION Flashcards
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?
A/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.
B/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.
C/Stanford researchers have shown that media multi taskers were performing much better on 3 different cognitive tests in comparison with non-players.
D/Stanford researchers have shown no difference between media multi taskers and non-players considering their cognitive abilities on different tests.
A/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.
ccording to Daphné Bavelier, what percentage of school-aged individuals are playing video games?
A/60%
B/70%
C/80%
D/90%
D/90%
According to Daphné Bavelier, what is currently the average age of a video gamer?
A/8 years old
B/19 years old
C/33 years old
D/65 years old
C/33 years old
A virtual world that continues to exist even after a user exits it is termed:
A/Continuous world (CW)
B/Persistent world (PW)
C/Regular world (RW)
D/Undefined world (UW)
B/Persistent world (PW)
Which of the following statements is true?
A/Scientific literature about video games is clear about a probable mental illness.
B/People who play a lot of video games have no problem whatsoever.
C/Some studies have found that violent video games significantly increase aggression.
D/All of the above.
C/Some studies have found that violent video games significantly increase aggression.
Which general area(s) of the brain is/are especially activated when playing video games?
A/The main changes are located in the network that controls attention (parietal lobe, frontal lobe and anterior cingulate)
B/The main changes are located in the network that controls emotions and memory (limbic lobe)
C/The main changes are located in the network that controls senses of smell and sound (temporal lobe)
D/There’s no activated area of the brain.
A/The main changes are located in the network that controls attention (parietal lobe, frontal lobe and anterior cingulate)
More gray matter volume in the part of the brain is known to be an evidence of:
A/larger ventral striatum
B/reward and addiction
C/dysfunctional brain activation
D/all of the above
B/reward and addiction
The term used to describe players tending to stay with one game site longer than with other Web sites is:
A/Elastic
B/Permanence
C/Brand loyalty
D/Sticky
D/Sticky
According to your textbook, on which area(s) tend to focus existing research on video gaming?
A/The negative effects on one hand and the pedagogical use on the other hand.
B/The negative effects only
C/The positive effects only
D/The pedagogical use only
A/The negative effects on one hand and the pedagogical use on the other hand.
After having evaluated the video game addiction, we know now that:
A/Violent video games are not the only reason for increasing social violence.
B/Violent video games are to blame for the 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/Violent video games are not the only reason for increasing social violence.
According to Daphné Bavelier, what impact do videogames have on gamers’ vision in comparison with non-players one’s?
A/Non-players have a better vision than videogamers
B/Videogamers have a better vision than non-players
C/There’s no difference between Videogamers’ and non-players’ vision.
D/Screen time makes your eye sight worse
B/Videogamers have a better vision than non-players
n 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 ?
A/Rorschah inkblot test
B/Thematic Apperception Test (TAT)
C/Stroop test
D/Reaction time test
C/Stroop test
Which of the following has not been a consistent effect of viewing violent video games?
A/increased appetite.
B/increased aggressive behavior.
C/increased aggressive feelings.
D/increased aggressive thoughts.
A/increased appetite.
Concerning the future of video games literature:
A/We need to define video games as an addiction
B/We need to protect children from video games.
C/We need to do longitudinal studies so as to see the link between video games and addiction.
D/All of the above
C/We need to do longitudinal studies so as to see the link between video games and addiction.
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:
A/None, Christina is a girl and we know that risk factors concern only boys.
B/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.
C/You would try to see if Christina’s family has a problem, as everything is related to family.
D/You would ask for a brain scan because the brain activation can reveal everything.
B/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.