Chapter 3 Flashcards

(18 cards)

1
Q

What is the average age of a habitual gamer in the United States, according to the Entertainment Software Association?

A

36

This statistic reflects the demographic profile of gamers in the U.S.

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2
Q

What percentage of the US population plays video games weekly?

A

61%

This indicates a significant portion of the population engages in gaming regularly.

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3
Q

Is the gender proportion of gamers in the US representative of the population?

A

Roughly. 53% male and 46% female

This shows a balanced representation of genders among gamers.

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4
Q

What are the hedonic gratifications from gaming?

A
  • Fun
  • Excitement
  • Relaxation
  • Enjoyment

These are pleasure-based rewards focusing on feeling good in the moment.

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5
Q

What are the eudaimonic gratifications from gaming?

A
  • Sense of achievement
  • Purpose
  • Emotional connection
  • Personal growth

These are meaning-based rewards focusing on fulfillment and deeper satisfaction.

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6
Q

What psychological needs are met by gaming according to Self-Determination Theory?

A
  • Autonomy
  • Competence
  • Relatedness

These needs contribute to a fulfilling gaming experience.

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7
Q

What is the social facilitation effect in gaming?

A

Performance improves because others are watching or playing with them

Most likely to occur during co-playing gameplay when the task is well-practiced or easy.

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8
Q

How does gaming serve as a bonding exercise?

A
  • Encourages family closeness
  • Builds stronger family bonds
  • Increases sense of belonging

Gaming can enhance communication and relationships among family members.

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9
Q

What is tandem play?

A
  • Sociality in single-player gameplay
  • In-person tours of video games
  • Online community building via streaming

This concept highlights social interactions even in single-player contexts.

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10
Q

What are the features of the hybrid media/gaming culture produced by live-streaming of gameplay?

A
  • Asymmetrical
  • Synchronous
  • Monetized participatory culture

This culture involves different levels of interaction between streamers and viewers.

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11
Q

What does asymmetrical and synchronous participation mean in a hybrid gaming culture?

A

Streamers and viewers participate at the same time, but streamers have more control

This creates an unequal interaction dynamic.

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12
Q

What are the short-term benefits of XR games?

A
  • Mood repair
  • Repair unmet competence needs
  • Social interaction in gaming

These benefits can counterbalance losses experienced in real life.

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13
Q

What are the long-term benefits of XR games?

A
  • Lasting social bonds
  • Development of protective factors promoting resilience
  • VR exergames linked to well-being outcomes

These benefits contribute to overall mental health and social connections.

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14
Q

True or false: The WHO recognizes gaming disorder as a real condition.

A

TRUE

Only a small percent of gamers (under 3%) meet the criteria for this disorder.

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15
Q

What game designs encourage constant play?

A
  • Rewards
  • Levels
  • Challenges

These elements are often found in online and mobile games, leading to compulsive habits.

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16
Q

What issues are associated with violence and misogyny in gaming?

A
  • Many top-selling games include violence and sexist content
  • Women are often portrayed as weak or sexualized

Certain personalities may be more vulnerable to these negative portrayals.

17
Q

What is the state of representation in video games?

A
  • Limited diversity
  • Few games feature female or nonwhite protagonists

Most game developers are white men, influencing character portrayals.

18
Q

What progress has been made in representation in gaming, as seen in games like Spider-Man: Miles Morales?

A

Shows progress in diversity and representation

This indicates a shift towards more inclusive character portrayals.