1. What does RPG stand for?
2. Which of these is NOT one of the four essential human cravings?
3. The primary activity of a player during a game is often called the:
4. The result of a choice is called the:
5. Which of these are NOT AN example of gamification?
6. Which of the following game mechanics is a progress mechanic?
7. When several features are discussed as a whole they are called a:
8. "Buy Nine sandwiches and get your tenth one free!" is an example of what type of gamified sales program?
9. Which of the following standard gaming features is NOT appropriate for a gamified business approach?
10. What does FPS stand for?
11. Which of these sectors currently utilize gamification techniques?
12. A player who likes to dig into the game for the sake of the experience itself, rather than points and rewards, is known as a(n) ______.
13. The general difference between movies or books and a game is:
14. A character that is controlled by the computer is called:
15. You should always avoid creating choices that are:
16. Which mobile game was the most-downloaded app of 2011?
17. What is an avatar?
18. PBL in the context of Gamification stands for?
19. True or False? A coffee shop's loyalty card is a form of gamification.
20. A _______ is subjective and is basically "what a player WANTS to do"
21. What is the main idea behind gamification theory?
22. What does MMORPG stand for?
23. A great game is a series of interesting and meaningful _______ made by the player in pursuit of a clear and compelling goal.
24. Why is Epic Meaning important?
25. A player who is most interested in interacting with other players, on top of their motivation to accumulate points and prestige, is known as a(n) ______.
26. What term describes a visual ranking of players success in a game?
27. Where is enterprise gamification used?
28. During gameplay a player should always be:
29. The activities in which a player participates during a game are often called:
30. Badges, levels, and leaderboards are mechanics that are designed for ____________.
31. A player who is completely and entirely focused on winning achievements and gaining respect from other players is known as a(n) ______.
32. True or False? Gamification is primarily concerned with video game development.
33. A badge for completing all the levels of a game is an example of ___________.
34. The acronym ARM is often used to describe modern game business models. What does it stand for?
35. What is behavioral momentum?
36. Why is studying the response to extrinsic rewards important?
37. A player gets a reward for starting an assigned task. This is an example of _________.
38. Which of these are NOT a stage of configuring and deploying a gamification program?
39. What comes first when implementing a gamified strategy; virtual rewards or tangible rewards?
40. Which of these are NOT an extrinsic motivator?
41. In any system, what ultimately drives the outcome?
42. Gamification is the:
43. How does eBay utilize gamification on their site?
44. True or False? self-reported demographic data is less reliable/important than actual, recorded activities.
45. Which of the following is an example of gamification?
46. The reinforcement system used by issuing bi-weekly paychecks is ______.
47. What are the stages of Amy Jo Kim's player journey?
48. A(n) ______ is a designed requirement for players to fulfill during gameplay.
49. Recency, frequency, duration, virality and ratings are metrics analyzed when measuring ______.
50. True or False? If motivation is low and ability is low, a trigger will often still lead to the desired behavior.
51. The concept of reward schedules in gaming was first studied and later perfected for what kind of games:
52. Which of these are NOT known gamification mechanics?
53. An optimal experience that gradually gets tougher is sometimes referred to as the game's ______
54. Which of these is an example of an appointment mechanic?
55. In the context of social gaming, what does ARPU stand for?
56. An early example of gamification surrounding housework and household tasks was Kevan Davis' ___________.
57. One way to describe the landscape of potential choice is as a:
58. Converting an expected reward into player action by varying the quantity and delivery schedule of that reward is _____.
59. True or False? A pool table at a bar is a simple form of gamification.
60. Which of these are NOT an intrinsic motivator?
61. The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative is known as the _______.
62. The _____ directs the players' experiences and gives them a context within which their experiences fit.
63. Who are the three main actors within an agile gamification?
64. Which of the following is not one of Bartle's four player types?
65. What is the term game companies use to describe the small group of users who account for most of the game's revenue?
66. Bartle's gamer types originated with:
67. Daniel Pink suggested that cash is a poor extrinsic motivator, but suggested which of the following was a very strong one?
68. What is the typical delivery method of a third party gamification resource?
69. The reinforcement system used in slot machines is _____.
70. What does the system of rewards acronym, SAPS, stand for?
71. Technology consultancy Gartner has projected __% of corporate innovation will be “gamified” by 2015.
72. Upgrading a skilled World of Warcraft player to moderator is an example of which reward method?
73. Which of the following is a mobile app providing a platform for the gamification of any aspect of life.
74. To preserve plausibility, you should avoid making every choice:
75. Cooperative gameplay, friend invites and social sharing are all considered acquisition features of games. They create organic or viral growth and are often measured as:
76. True of False? The "holy grail" of gamification is to foster extrinsically motivated behaviors.
77. The mistaken belief that punishment can achieve great results is known as _______.
78. The sought after point between a player's state of anxiety and boredom is known as _____.
79. A phase in which you track existing behaviors before you start handing out rewards and displaying notifications is called ______.
80. Encouraging an incremental choice in your favor when all things are mostly equal is a major factor of ______.
81. An improvement in results following the implementation of a gamification system is known as ______.
82. Which of the following gamification resources focuses mainly on sharing and competition through social media?
83. The academic approach for the study, teaching, and designing of games is called: