A) Social entertainment can reach audiences where and when they are spending time,in a context that enables frequent engagement with the brand message.
B) While traditional advertising is sometimes thought of as irritating,people find value in brand integrations with entertainment.
C) All forms of social entertainment,whether branded or not,provide for a more immersive and longer-lasting experience with the brand.
D) All of these.
E) None of these.
Correct Answer
verified
Multiple Choice
A) The transference effect.
B) Augmented reality.
C) Counterarguing.
D) Immersive fiction.
E) Internalization.
Correct Answer
verified
Multiple Choice
A) Counterarguing.
B) Internalization.
C) Rubbernecking.
D) Transference.
E) Augmented reality.
Correct Answer
verified
Multiple Choice
A) Music.
B) TV.
C) Review.
D) Gaming.
E) None of these.
Correct Answer
verified
Multiple Choice
A) The story typically unfolds in a linear fashion.
B) ARGs are organic.
C) ARG players rely on the Internet as the hub of communication.
D) ARG players desire to share information with each other.
E) The ARG story is often followed by observers.
Correct Answer
verified
Multiple Choice
A) Stickiness,reach.
B) Reach,stickiness.
C) Stickiness,addiction.
D) Reach,addiction.
E) None of these.
Correct Answer
verified
Multiple Choice
A) Narrative transportation theory.
B) Steganography.
C) Immersive fiction.
D) Value realism.
E) Counterarguing.
Correct Answer
verified
Multiple Choice
A) Social music.
B) Social television and film.
C) Social games.
D) Social storefronts.
E) Alternate reality games.
Correct Answer
verified
Multiple Choice
A) Social community zone.
B) Social publishing zone.
C) Social entertainment zone.
D) Social commerce zone.
E) None of these.
Correct Answer
verified
Multiple Choice
A) power
B) frivolity
C) fun
D) identity
E) fantasy
Correct Answer
verified
Multiple Choice
A) Dark marketing.
B) Steganography.
C) The meaning transfer model.
D) The narrative transportation theory.
E) The transference effect.
Correct Answer
verified
Multiple Choice
A) Helps gamers improve their skills.
B) Video coverage of a gamer in gameplay with commentary.
C) Emotional responses to gaming experiences.
D) Video of a creator completing a challenge dare.
E) None of these.
Correct Answer
verified
Multiple Choice
A) Leaderboards.
B) Achievement badges.
C) Friend lists.
D) Meetups.
E) None of these.
Correct Answer
verified
Multiple Choice
A) RPGs.
B) MMORPGs.
C) Dark RPGs.
D) ARGs.
E) None of these.
Correct Answer
verified
Multiple Choice
A) The gender mix of casual social gamers no longer skews male.
B) Women tend to show a preference for puzzle and trivia games.
C) Historically,casual gamers trend older and female whereas hardcore gamers skew younger and male.
D) B & C.
E) All of these.
Correct Answer
verified
Multiple Choice
A) These social sites offer targeting and reach capabilities.
B) Advertisers can target using age,gender,preferred music genre,and location.
C) Ad impressions are charged on a CPM basis.
D) Production may be provided by the site.
E) All of these.
Correct Answer
verified
Multiple Choice
A) Display ad.
B) Achievement badge.
C) Dark ad.
D) Transactional ad.
E) Product placement.
Correct Answer
verified
Multiple Choice
A) Multi-player.
B) Competitive.
C) Dedicated.
D) Community-oriented.
E) Solitary.
Correct Answer
verified
Multiple Choice
A) Milieu.
B) Tactic.
C) Mode.
D) Theme.
E) Genre.
Correct Answer
verified
Multiple Choice
A) Hardcore game.
B) Core game.
C) Social game.
D) Casual game.
E) Game console.
Correct Answer
verified
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