Test on Procedural Rhetoric in Videogames
Procedural Rhetoric in Videogames: Guide for Students
Test: Persuasion techniques in video games within Game Studies and digital media, Critical analysis of video games in Game Studies and digital media scholarship, Procedural Rhetoric in Games, Design and analysis of persuasive video games in digital media contexts, Theoretical foundations of videogames in Game Studies and digital media research, Education, Learning, and Assessment: Educational Games & Simulations, Education, Learning, and Assessment: Education Policy & Politics, Procedural Theory and Methods, Computing, Simulation, and Quantification: Procedural Computation, Operational logics framework for videogame design and analysis in Game Studies, Procedural representation methods in software and videogames in digital media studies, Classical Rhetoric, Foundations of Rhetoric, Visual and Political Rhetoric, Digital rhetoric and procedural rhetoric theories applied to videogames in Game Studies, Digital rhetoric approaches to hypertext and nonlinear game narratives in digital media, Web hypertext systems and their relation to interactive storytelling in Game Studies, Procedural Rhetoric and Digital Media, Procedural rhetoric of image retouching tools and visual manipulation in digital media, Marketing, Advertising, and Branded Content in Digital & Children, Procedural Rhetoric and Representation, Marketing, Advertising, and Branded Content in Retail & Grocery, Procedural rhetoric theory applied to videogames in Game Studies, Integrating persuasive goals into videogame design in digital media practice, Videogames considered as rhetorical artifacts in Game Studies and digital media, Politics, Political Framing, and Political Campaigning: Games and Political Rhetoric, Rhetorical analysis of games within Game Studies and digital media scholarship, Historical development of serious games within Game Studies and digital media, Institutional applications of serious games in education, military, and health contexts, Overlap between serious games and persuasive game design in digital media, Comparative study of serious games and persuasive games in Game Studies, Intersection of persuasive games and persuasive technology (captology) in digital media, Tools and platforms for creating persuasive technology and persuasive games in digital media, Captology: computational persuasion research applied to videogames and digital media, Procedural Rhetoric and Persuasion, Politics, Political Framing, and Political Campaigning: Government Failures, Politics, Political Framing, and Political Campaigning: Political Ideologies, Videogames with explicit political content analyzed in Game Studies and digital media, Military and Political Uses of Games, Representation of political actors and issues in video games in Game Studies, Political games and critique, Politics, Political Framing, and Political Campaigning: Comparative Political Actors, Critical analysis of antiwar videogame Antiwargame in Game Studies, Critical evaluations of war games' politics and rhetoric in digital media studies, Representation of war in political videogames within Game Studies, Analysis of political themes and narratives in videogames and digital media, Video games created for political campaigns examined in Game Studies and digital media, Depictions and simulations of political strategy in videogames in Game Studies, Representation of Darfur conflict in political videogames within digital media studies, Procedural Rhetoric and Politics, Rhetorical strategies in political videogames studied in Game Studies, Manifestations of political rhetoric within video game narratives and mechanics, Ethics, Morality, Religion, and Corporate Practices in Video Games, Politics, Political Framing, and Political Campaigning: Political Framing and Messaging, Social critique expressed through video games in Game Studies and digital media, Ideological framing in video games analyzed by Game Studies and digital media, Cultural critique of society through video games in Game Studies, Media effects research on video games within digital media studies, Ethics, Morality, Religion, and Corporate Practices — Religion in Games, Ethics, Morality, Religion, and Corporate Practices — Philosophy & Persuasion, Ethics, Morality, Religion, and Corporate Practices — Corporate Ethics, Historical and political game representation, Rhetoric and representation in political games, Serious Games Educational Evaluation, Serious Games Educational & Training, Education, Learning, and Assessment: Assessment & Measurement, Marketing, Advertising, and Branded Content in Games & Measurement, Serious & Persuasive Game Design, Politics, Political Framing, and Political Campaigning: Campaign Strategy and Digital Organizing, Social Dynamics, Media, and Society, Educational Game Design & Theory, Scholarly notes and bibliography on video games, Game Studies, and digital media, Video Games References and History, Serious Games Research & Theory, Scholarly References on Games & Media, General Bibliographic References, Marketing, Advertising, and Branded Content Theory & History, Marketing, Advertising, and Branded Content in Games & Advergames, Video Games References and Bibliography, Media, Society, and Popular Culture: Video Games & Media, Overview of video games as cultural and technological objects in Game Studies and digital media, Religious and ethical themes in video games studied within Game Studies and digital media, Video Games & Media References, Video Games & Digital Media References, Interdisciplinary scholarship linking video games and gaming studies in digital media, Reference Indexes and Entries, Media, Society, and Popular Culture: Media & Pop Culture, Related topics and cross-disciplinary issues concerning videogames in Game Studies, Politics, Political Framing, and Political Campaigning: Campaigns and Games Design, Education, Learning, and Assessment: Learning Theories, Procedural Rhetoric and Education, Education, Learning, and Assessment: Classical & Neoclassical Education, Media, Society, and Popular Culture: Society & Historical Context, Franchises, Communities, and Media Culture: Animal Crossing mechanics & design, Franchises, Communities, and Media Culture: Consumerism & critique in Animal Crossing, Corporate & Workplace Serious Games, Media, Society, and Popular Culture: Advertising & Culture, Marketing, Advertising, and Branded Content and Consumer Culture, Marketing, Advertising, and Branded Content Strategies & Techniques, Marketing, Advertising, and Branded Content Industry & Practices, Marketing, Advertising, and Branded Content in Media & Licensing, Franchises, Licensing, and Media Culture, Computing, Simulation, and Quantification: Simulation & Games, Marketing, Advertising, and Branded Content in Media & Product Placement, Marketing, Advertising, and Branded Content in Public Safety & Policy, Exergames & Fitness Genres, Exergames Design & Rhetoric, Physical-Input & Active Play, Exergames History & Context, Exergames Design & Mechanics, Exergames Hardware & Controllers, Exergames Context & Home Constraints
20 questions
Question 1: The Amiga Joyboard was a physical-input device that allowed players to use it as a standard input for the Atari 2600.
A. Ano
B. Ne
Explanation: The study materials state, 'Despite the paucity of games developed specifically for the Joyboard, the device could also double as standard input device for Atari 2600, so Joyboard owners could attempt to use it with any of the hundreds of games in the VCS library.'
Question 2: Which of the following statements accurately describes the LJN Roll ’n Rocker NES peripheral, according to the study materials?
A. It was designed for use with specific NES games, similar to how the Joyboard was designed for Mogul Maniac.
B. It was sold as a generic accessory intended for use with most NES games, transferring directional-pad movement from thumb to full body.
C. Players stood on the device and leaned to control movement, while a standard Nintendo controller provided button inputs.
D. It was a commercial success, demonstrating the viability of leasing existing games for physical input.
Explanation: The study materials state that 'Unlike the Joyboard, the Roll ’n Rocker was not designed for use with spe- cific games; it was sold as a generic accessory that players could use with most NES games.' It also mentions that the player 'leaned from side to side and front to back to control a character on screen' and 'a standard Nintendo controller plugged into the side of the Roll ’n Rocker, which the player held in a free hand to access button controls.' The device 'transferred that action from thumb to full body.' Lastly, the text explicitly states, 'The device was a commercial failure'.
Question 3: The primary game mechanic in Track & Field for controlling a runner required players to alternately press specific buttons in quick succession.
A. Ano
B. Ne
Explanation: The study materials state, 'In its most basic events, the player controlled a runner with two buttons on the arcade cabinet. One represented the runner’s left foot, one his right. To make the runner run, the player would alternately press the left and right buttons in rapid succession; the faster the player pressed, the faster the runner ran.'
Question 4: According to the study materials, which of the following accurately describes the design features of the Nintendo Power Pad?
A. It was a single-sided peripheral with a grid of twelve touch-sensitive squares.
B. It was double-sided, featuring a grid of twelve touch-sensitive circles on one side.
C. One side of the pad was configured with eight circles in a star formation.
D. It was significantly smaller and simpler than the earlier Foot Craz pad.
Explanation: The study materials state that the Power Pad 'was double sided, one side with a grid of twelve touch-sensitive circles, the other with eight circles in a star configuration'. It also mentions it was 'Much larger and more complex than the Foot Craz', making the fourth option incorrect.
Question 5: In the Power Pad burger construction game, players must recreate the burger within a strict time limit.
A. Ano
B. Ne
Explanation: The study materials state that in the Power Pad burger construction game, "no time limit faces the player."