Who are the gamers mentioned in the passage, and what is their behavior regarding reality?
From Reality is broken: Why games make us better

Passage
•
English
•
12th Grade
•
Easy
Victoria Cofer
Used 3+ times
FREE Resource
8 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
a) Students who avoid studying by playing games.
b) Employees who spend their entire workday playing games.
c) Individuals who spend significant time in simulated environments and online games.
d) Parents who encourage their children to play games.
2.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
Can you provide examples of how gamers apply their skills and talents in the gaming world, according to the passage?
a) Playing games aimlessly without any strategy.
b) Organizing complex raids and quests in online games.
c) Ignoring game challenges and objectives.
d) Purchasing expensive game consoles without using them.
3.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
What is the significance of the quarter of a million wiki articles created by World of Warcraft fans?
a) It represents the size of the entire Wikipedia.
b) It highlights the collective effort to document the game's fictional universe.
c) It is a measure of the players' wealth in the game.
d) It indicates the number of players in the World of Warcraft community.
4.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
What activities do the World of Warcraft fans engage in, as mentioned in the passage?
a) Writing articles about real-world events.
b) Creating a virtual currency called WoW coins.
c) Mastering challenges and writing wiki articles about the game.
d) Ignoring the challenges of their favorite game.
5.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
Give examples of different groups mentioned in the passage, such as United States troops and young adults in China, and how they engage with games.
a) United States troops play games for entertainment, and young adults in China focus on studying.
b) United States troops avoid playing games, and young adults in China engage in outdoor activities.
c) United States troops burnish their Halo 3 records, and young adults in China spend play money on game objects.
d) United States troops dedicate time to writing wiki articles, and young adults in China focus on work.
6.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
What is the perception in the gaming community regarding reality, and how is it described in the passage?
a) Reality is considered perfect and fulfilling.
b) Gamers think games are less motivating than reality.
c) Gamers believe reality provides constant engagement.
d) Reality is viewed as broken compared to games.
7.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
According to the passage, why do gamers find the real world lacking in comparison to their gaming experiences?
a) The real world offers carefully designed pleasures.
b) The real world maximizes potential better than games.
c) Games provide powerful social bonding, thrilling challenges, and carefully designed pleasures.
d) The real world is engineered to make people happy.
8.
MULTIPLE CHOICE QUESTION
15 mins • 1 pt
What is the role of digital games in terms of cognitive effort, emotional energy, and collective attention, as mentioned in the passage?
a) Games contribute minimally to cognitive effort and emotional energy.
b) Games are unrelated to collective attention and emotional energy.
c) Games create a massive virtual silo of cognitive effort, emotional energy, and collective attention.
d) Games have a negative impact on cognitive effort and emotional energy.
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