Question:* What does RPG stand for?
Answer: • Role Playing Game
Question:* A player who is completely and entirely focused on winning achievements and gaining respect from other players is known as a(n) ______.
Answer: • Achiever
Question:* The result of a choice is called the:
Answer: • consequence
Question:* What is the main idea behind gamification theory?
Answer: • Tapping into people's innate desires to play games to influence how they behave
Question:* "Buy Nine sandwiches and get your tenth one free!" is an example of what type of gamified sales program?
Answer: • Loyalty program
Question:* True or False? A coffee shop's loyalty card is a form of gamification.
Answer: • True
Question:* You should always avoid creating choices that are:
Answer: • Irrelevant
Question:* Which of the following standard gaming features is NOT appropriate for a gamified business approach?
Answer: • None of these
Question:* True or False? A Gamified experience releases dopamine into the player's brain.
Answer: • True
Question:* Which of these sectors currently utilize gamification techniques?
Answer: • All of these
Question:* What does FPS stand for?
Answer: • First Person Shooter
Question:* The general difference between movies or books and a game is:
Answer: • Interactivity
Question:* Which mobile game was the most-downloaded app of 2011?
Answer: • Angry Birds
Question:* A character that is controlled by the computer is called:
Answer: • NPC
Question:* What is an avatar?
Answer: • A visual representation of a player within the game
Question:* PBL in the context of Gamification stands for?
Answer: • Points, Badges and Leaderboards
Question:* 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) ______.
Answer: • Explorer
Question:* When several features are discussed as a whole they are called a:
Answer: • Feature Set
Question:* What term describes a visual ranking of players success in a game?
Answer: • The Leaderboard
Question:* A _______ is subjective and is basically "what a player WANTS to do"
Answer: • Goal
Question:* Which of the following game mechanics is a progress mechanic?
Answer: • All of these
Question:* A player who favor scenarios in which they're rewarded for completing tasks and earning the recognition of other is known as a(n) ______.
Answer: • Achiever
Question:* Which of these are NOT AN example of gamification?
Answer: • Designing an automatic watering machine for your garden
Question:* True or False? It is generally best to design a gamification experience with only one player type in mind.
Answer: • False
Question:* What does MMORPG stand for?
Answer: • Massively multiplayer online role-playing game
Question:* The techniques used for keeping players in game and not leaving (logging off or closing the application) are often called:
Answer: • engagement techniques
Question:* A great game is a series of interesting and meaningful _______ made by the player in pursuit of a clear and compelling goal.
Answer: • Choices
Question:* Where is enterprise gamification used?
Answer: • At work
Question:* During gameplay a player should always be:
Answer: • having fun
Question:* Why is Epic Meaning important?
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
Question:* 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) ______.
Answer: • Socializer
Question:* The activities in which a player participates during a game are often called:
Answer: • play mechanics
Question:* The acronym ARM is often used to describe modern game business models. What does it stand for?
Answer: • acquisition, retention, monetization
Question:* The primary activity of a player during a game is often called the:
Answer: • core mechanic
Question:* True or False? Gamification is primarily concerned with video game development.
Answer: • False
Question:* A player gets a reward for starting an assigned task. This is an example of _________.
Answer: • an engagement reward
Question:* A badge for completing all the levels of a game is an example of ___________.
Answer: • a scheduled reward
Question:* Which of these are NOT a stage of configuring and deploying a gamification program?
Answer: • Progression
Question:* Which of these are NOT an extrinsic motivator?
Answer: • Wanting to improve your drawing skills because you enjoy drawing
Question:* Badges, levels, and leaderboards are mechanics that are designed for ____________.
Answer: • retention and engagement
Question:* What is behavioral momentum?
Answer: • The tendency of players to keep doing what they have been doing
Question:* How does eBay utilize gamification on their site?
Answer: • They use a point system to give users a sense of status
Question:* Why is studying the response to extrinsic rewards important?
Answer: • Understanding them will give better insight into what motivates your user
Question:* What aspect of gamification causes its players to form habits?
Answer: • The rewards and accomplishments
Question:* Gamification is the:
Answer: • Application of game mechanics to non game applications.
Question:* The reinforcement system used by issuing bi-weekly paychecks is ______.
Answer: • Fixed interval
Question:* In any system, what ultimately drives the outcome?
Answer: • The player's motivation
Question:* What comes first when implementing a gamified strategy; virtual rewards or tangible rewards?
Answer: • Virtual
Question:* Which of the following is an example of gamification?
Answer: • Having two brothers race to see who can clean their rooms first.
Question:* What are the stages of Amy Jo Kim's player journey?
Answer: • Newbie, Regular, Enthusiast
Question:* A(n) ______ is a designed requirement for players to fulfill during gameplay.
Answer: • objective
Question:* True or False? self-reported demographic data is less reliable/important than actual, recorded activities.
Answer: • True
Question:* Which of these is NOT one of the four essential human cravings?
Answer: • Frequent rest
Question:* Which of these frameworks focuses on status and score to motivate competitive behavior?
Answer: • Competitive pyramid
Question:* Recency, frequency, duration, virality and ratings are metrics analyzed when measuring ______.
Answer: • Engagement
Question:* The concept of reward schedules in gaming was first studied and later perfected for what kind of games:
Answer: • slot machines
Question:* Which of the following is not a classic example of gamification?
Answer: • Laser Tag
Question:* Which of these are NOT known gamification mechanics?
Answer: • Motivation aversion
Question:* True or False? If motivation is low and ability is low, a trigger will often still lead to the desired behavior.
Answer: • False
Question:* One way to describe the landscape of potential choice is as a:
Answer: • Possibility Space
Question:* Which of these is an example of an appointment mechanic?
Answer: • Happy Hour
Question:* In the context of social gaming, what does ARPU stand for?
Answer: • Average Revenue Per User
Question:* An optimal experience that gradually gets tougher is sometimes referred to as the game's ______
Answer: • Flow
Question:* An early example of gamification surrounding housework and household tasks was Kevan Davis' ___________.
Answer: • Chore Wars
Question:* True or False? A pool table at a bar is a simple form of gamification.
Answer: • False
Question:* 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:
Answer: • k-factor
Question:* What does the system of rewards acronym, SAPS, stand for?
Answer: • Status, Access, Power, Stuff
Question:* Converting an expected reward into player action by varying the quantity and delivery schedule of that reward is _____.
Answer: • Reinforcement
Question:* 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 _______.
Answer: • Cascading Information Theory
Question:* Bartle's gamer types originated with:
Answer: • MMOG
Question:* The _____ directs the players' experiences and gives them a context within which their experiences fit.
Answer: • Premise
Question:* Who are the three main actors within an agile gamification?
Answer: • The Player, The System, The Organization
Question:* Which of these are NOT an intrinsic motivator?
Answer: • Wanting to lose 10 pounds so people will admire you
Question:* What is 'flow' as used in gamification principles?
Answer: • Flow is the mental state of operation in which a person in an activity is immersed in game play
Question:* Which of the following is not one of Bartle's four player types?
Answer: • Seekers
Question:* Which of the following is a mobile app providing a platform for the gamification of any aspect of life.
Answer: • Klash
Question:* What is the term game companies use to describe the small group of users who account for most of the game's revenue?
Answer: • whales
Question:* Daniel Pink suggested that cash is a poor extrinsic motivator, but suggested which of the following was a very strong one?
Answer: • Long term social status rewards
Question:* True of False? The "holy grail" of gamification is to foster extrinsically motivated behaviors.
Answer: • False
Question:* Upgrading a skilled World of Warcraft player to moderator is an example of which reward method?
Answer: • Power
Question:* The mistaken belief that punishment can achieve great results is known as _______.
Answer: • The force fallacy
Question:* To preserve plausibility, you should avoid making every choice:
Answer: • Too melodramatic
Question:* The reinforcement system used in slot machines is _____.
Answer: • Variable ratio
Question:* A phase in which you track existing behaviors before you start handing out rewards and displaying notifications is called ______.
Answer: • A bake-in period
Question:* What is the typical delivery method of a third party gamification resource?
Answer: • Cloud-based PaaS
Question:* Encouraging an incremental choice in your favor when all things are mostly equal is a major factor of ______.
Answer: • Loyalty
Question:* An improvement in results following the implementation of a gamification system is known as ______.
Answer: • Lift
Question:* Technology consultancy Gartner has projected __% of corporate innovation will be “gamified” by 2015.
Answer: • 50
Question:* The sought after point between a player's state of anxiety and boredom is known as _____.
Answer: • Flow
Question:* Which of the following gamification resources focuses mainly on sharing and competition through social media?
Answer: • Gigya
Question:* Which of these elements are not included in the Fogg Behavior Model?
Answer: • Reward
Question:* The academic approach for the study, teaching, and designing of games is called:
Answer: • Ludology
Question:* Skinner operant conditioning relies on:
Answer: • Extrinsic rewards
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