Correct Answer
verified
Multiple Choice
A) "demand for change"
B) "call for action"
C) "shift toward movement"
D) none of these
Correct Answer
verified
Multiple Choice
A) the application of cyberattacks to alter private information
B) the alteration of digital avatars to enhance people's online experience
C) the invitation to engage in political action by contacting politicians
D) the presentation of cultural norms to social groups
Correct Answer
verified
Multiple Choice
A) audience-centered
B) creator-centered
C) global-centered
D) scholar-centered
Correct Answer
verified
Multiple Choice
A) the creation of real-time digitally embodied communities
B) cool characters that you can relate to in the real world
C) the creation of complex social experiments that can influence how people think about games
D) complex economies that can teach players about real-world finances
Correct Answer
verified
Multiple Choice
A) cultural representation in media and the feeling of inauthenticity
B) governmental criminalization and wanting to feel wanted
C) social rejection and the feeling of not belonging
D) cultural alienation and the desire to belong
Correct Answer
verified
Multiple Choice
A) falsely new because they depict activities or behaviors that are not unique to the space of that game
B) genuinely new because consumers can depict actions that they cannot do in real life without causing lasting repercussions
C) genuinely new because they depict activities or behaviors impossible in the space of the game
D) not new at all, as players have likely experienced similar activities in other games
Correct Answer
verified
Multiple Choice
A) veterans and people of color
B) undocumented immigrants and as women
C) women and as individuals with disabilities
D) gay and as people of color
Correct Answer
verified
Multiple Choice
A) Games must be mostly or partially free for all players at all times but can charge if players want to spend money on specialty content.
B) Games must be entirely free of racist discourse in order to be culturally important or socially productive, in short, to be "good."
C) Games must be completely free of visually disturbing imagery and content.
D) Games must limit the amount of violence and must always keep their content appropriate for all audiences.
Correct Answer
verified
Multiple Choice
A) an exciting metaphor that will both engage people's interest and cause them to think about the situation differently
B) a feeling of intensity to keep the audience's attention
C) an underlying message about the state of our society
D) a narrative framing to set themselves as "the good guys" on a quest for truths
Correct Answer
verified
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