1. The academic approach for the study, teaching, and designing of games is called:
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Correct Answer:
Ludology
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2. Which of the following gamification resources focuses mainly on sharing and competition through social media?
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Correct Answer:
Gigya
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3. Encouraging an incremental choice in your favor when all things are mostly equal is a major factor of ______.
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Correct Answer:
Loyalty
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4. A phase in which you track existing behaviors before you start handing out rewards and displaying notifications is called ______.
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Correct Answer:
A bake-in period
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5. The sought after point between a player's state of anxiety and boredom is known as _____.
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Correct Answer:
Flow
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6. The mistaken belief that punishment can achieve great results is known as _______.
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Correct Answer:
The force fallacy
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7. True of False? The "holy grail" of gamification is to foster extrinsically motivated behaviors.
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Correct Answer:
False
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8. To preserve plausibility, you should avoid making every choice:
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Correct Answer:
Too melodramatic
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9. Which of the following is a mobile app providing a platform for the gamification of any aspect of life.
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Correct Answer:
Klash
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10. Upgrading a skilled World of Warcraft player to moderator is an example of which reward method?
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Correct Answer:
Power
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11. Technology consultancy Gartner has projected __% of corporate innovation will be “gamified” by 2015.
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Correct Answer:
50
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12. What does the system of rewards acronym, SAPS, stand for?
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Correct Answer:
Status, Access, Power, Stuff
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13. What is the typical delivery method of a third party gamification resource?
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Correct Answer:
Cloud-based PaaS
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14. Daniel Pink suggested that cash is a poor extrinsic motivator, but suggested which of the following was a very strong one?
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Correct Answer:
Long term social status rewards
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15. Bartle's gamer types originated with:
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Correct Answer:
MMOG
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16. What is the term game companies use to describe the small group of users who account for most of the game's revenue?
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Correct Answer:
whales
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17. Which of the following is not one of Bartle's four player types?
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Correct Answer:
Seekers
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18. Who are the three main actors within an agile gamification?
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Correct Answer:
The Player, The System, The Organization
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19. 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 _______.
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Correct Answer:
Cascading Information Theory
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20. Which of these are NOT an intrinsic motivator?
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Correct Answer:
Wanting to lose 10 pounds so people will admire you
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21. True or False? A pool table at a bar is a simple form of gamification.
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Correct Answer:
False
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22. One way to describe the landscape of potential choice is as a:
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Correct Answer:
Possibility Space
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23. An early example of gamification surrounding housework and household tasks was Kevan Davis' ___________.
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Correct Answer:
Chore Wars
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24. In the context of social gaming, what does ARPU stand for?
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Correct Answer:
Average Revenue Per User
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25. Which of these is an example of an appointment mechanic?
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Correct Answer:
Happy Hour
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26. An optimal experience that gradually gets tougher is sometimes referred to as the game's ______
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Correct Answer:
Flow
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27. Which of these are NOT known gamification mechanics?
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Correct Answer:
Motivation aversion
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28. The concept of reward schedules in gaming was first studied and later perfected for what kind of games:
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Correct Answer:
slot machines
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29. True or False? If motivation is low and ability is low, a trigger will often still lead to the desired behavior.
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Correct Answer:
False
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30. Recency, frequency, duration, virality and ratings are metrics analyzed when measuring ______.
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Correct Answer:
Engagement
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31. A(n) ______ is a designed requirement for players to fulfill during gameplay.
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Correct Answer:
objective
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32. What are the stages of Amy Jo Kim's player journey?
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Correct Answer:
Newbie, Regular, Enthusiast
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33. Which of the following is an example of gamification?
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Correct Answer:
Having two brothers race to see who can clean their rooms first.
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34. True or False? self-reported demographic data is less reliable/important than actual, recorded activities.
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Correct Answer:
True
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35. How does eBay utilize gamification on their site?
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Correct Answer:
They use a point system to give users a sense of status
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36. Which of these are NOT an extrinsic motivator?
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Correct Answer:
Wanting to improve your drawing skills because you enjoy drawing
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37. What comes first when implementing a gamified strategy; virtual rewards or tangible rewards?
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Correct Answer:
Virtual
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38. Which of these are NOT a stage of configuring and deploying a gamification program?
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Correct Answer:
Progression
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39. A player gets a reward for starting an assigned task. This is an example of _________.
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Correct Answer:
an engagement reward
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40. Why is studying the response to extrinsic rewards important?
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Correct Answer:
Understanding them will give better insight into what motivates your user
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41. What is behavioral momentum?
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Correct Answer:
The tendency of players to keep doing what they have been doing
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42. The acronym ARM is often used to describe modern game business models. What does it stand for?
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43. True or False? Gamification is primarily concerned with video game development.
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Correct Answer:
False
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44. A player who is completely and entirely focused on winning achievements and gaining respect from other players is known as a(n) ______.
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Achiever
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45. Badges, levels, and leaderboards are mechanics that are designed for ____________.
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Correct Answer:
retention and engagement
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46. The activities in which a player participates during a game are often called:
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Correct Answer:
play mechanics
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47. During gameplay a player should always be:
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Correct Answer:
having fun
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48. Where is enterprise gamification used?
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Correct Answer:
At work
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49. What term describes a visual ranking of players success in a game?
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Correct Answer:
The Leaderboard
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50. 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) ______.
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Correct Answer:
Socializer
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51. Why is Epic Meaning important?
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Correct Answer:
It instills in a player a sense that they are working towards a greater goal and can motivate them to go above and beyond expected duties
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52. What is the main idea behind gamification theory?
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Correct Answer:
Tapping into people's innate desires to play games to influence how they behave
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53. A _______ is subjective and is basically "what a player WANTS to do"
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Correct Answer:
Goal
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54. PBL in the context of Gamification stands for?
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Correct Answer:
Points, Badges and Leaderboards
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55. What is an avatar?
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Correct Answer:
A visual representation of a player within the game
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56. Which mobile game was the most-downloaded app of 2011?
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Correct Answer:
Angry Birds
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57. You should always avoid creating choices that are:
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Correct Answer:
Irrelevant
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58. A character that is controlled by the computer is called:
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Correct Answer:
NPC
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59. The general difference between movies or books and a game is:
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Interactivity
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60. 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) ______.
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Correct Answer:
Explorer
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61. Which of these sectors currently utilize gamification techniques?
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Correct Answer:
All of these
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62. Which of the following standard gaming features is NOT appropriate for a gamified business approach?
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Correct Answer:
None of these
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63. When several features are discussed as a whole they are called a:
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Correct Answer:
Feature Set
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64. Which of the following game mechanics is a progress mechanic?
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Correct Answer:
All of these
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65. Which of these are NOT AN example of gamification?
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Correct Answer:
Designing an automatic watering machine for your garden
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66. The result of a choice is called the:
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consequence
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67. The primary activity of a player during a game is often called the:
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core mechanic
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68. Which of these is NOT one of the four essential human cravings?
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Correct Answer:
Frequent rest
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69. What does RPG stand for?
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Correct Answer:
Role Playing Game
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