Psychology of Gaming and Game Design

Psychology of Gaming and Game Design

7th Grade

15 Qs

quiz-placeholder

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Psychology of Gaming and Game Design

Psychology of Gaming and Game Design

Assessment

Quiz

English

7th Grade

Medium

CCSS
RI.7.2, RL.7.2, RL.8.2

+3

Standards-aligned

Created by

Karra Beasley

Used 1+ times

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15 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

According to the introduction, what is a common experience that highlights the difference between absorbing and frustrating games?

Mastering complex button combinations.

Spending a lot of money on a game.

Dying repeatedly in a video game.

Playing for many hours without a break.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

The text suggests that the key difference between an absorbing and a frustrating game lies not just in our button-pressing ability, but in:

The game's graphics and sound design.

The complexity of the game's story.

What is happening in our brain.

The opinions of other gamers.

Tags

CCSS.RI.6.2

CCSS.RI.7.2

CCSS.RL.6.2

CCSS.RL.7.2

CCSS.RL.8.2

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What term is used to describe a heightened state of concentration and enjoyment often experienced while gaming?

Hyperfocus

Immersion

Flow

Engagement

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

According to psychologist Jamie Madigan, what is a characteristic of being in a state of flow while playing a game?

Constantly analyzing your strategies.

Thinking deeply about the game's narrative.

Performance feels automatic, and focus is entirely on the screen.

Being highly aware of your surroundings and time passing.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

The text mentions that video games have an advantage in achieving flow because they are:

Often very long and require significant time investment.

Designed to get us into this state quickly and keep us there.

Typically more challenging than other activities.

Usually played in a social environment.

Tags

CCSS.RI.6.2

CCSS.RI.7.2

CCSS.RI.8.2

CCSS.RL.7.2

CCSS.RL.8.2

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

The "Goldilocks" principle of challenge in gaming suggests that flow is most likely to occur when a game's difficulty is:

Extremely easy, allowing for constant success.

Moderately easy, providing a relaxing experience.

Perfectly balanced with the player's skill level – "difficult, but just possible."

Extremely hard, requiring intense focus and perseverance.

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Using the backpack analogy, what does it mean when a game presents "too much challenge"?

Your backpack is perfectly filled, leading to immersion.

Your backpack has some empty space, causing boredom.

Your backpack will break, leading to stress and frustration.

Your backpack is slightly overfilled, requiring extra effort.

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