"How Video Games are getting Inside Your Head and Wallet" Comp

"How Video Games are getting Inside Your Head and Wallet" Comp

8th Grade

10 Qs

quiz-placeholder

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"How Video Games are getting Inside Your Head and Wallet" Comp

"How Video Games are getting Inside Your Head and Wallet" Comp

Assessment

Quiz

English

8th Grade

Practice Problem

Hard

Created by

Shelley Taylor

Used 3+ times

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10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

Which sentence from the article best expresses the controlling idea?

"Researchers in game companies tweak games to get players to stay on longer, or to encourage them to spend money on digital goods."

"That means that kids like Max can play with people spread across the globe."

"In millions of families, video games are a source of intense love and intense hate because they can be so incredibly compelling."

"Apple recently settled a class action lawsuit about kids making in app purchases like this without parents' permisson, and the European Union is considering new regulations on games."

2.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

Read this incomplete summary of the section subheaded Tracking Clicks and purchases.

Which idea should be included to create a complete summary?

1) In this section, Shokrizade explains that major gaming companies employ sophisticated technology and business intelligence units to study and shape users' behaviors. 2) As millions of people play, developers track every interaction, analyze data, and conduct tests to enhance the gaming experience and drive in-game purchases. 3).____________________. 4) Tricks such as inducing "funpain" or frustration followed by a paid solution are employed to encourage spending. 5) Overall, the purpose of this section is to shed light on how gaming companies study user behavior to optimize game design and make money.

Video games are a source of intense love and hate.

As people play designers track and change the game.

Most games today sell virtual goods right in the game.

This constant feedback loop allows games to evolve rapidly, introducing small changes to keep players engaged and willing to spend money on virtual goods

3.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

At the beginning of the article, it can be inferred that some teens are ______

controlled by their parents.

Addicted to video gaming.

being manipulated by gaming companies.

being influenced by other gamers.

4.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

Which sentence best supports your answer?At the beginning of the article, it can be inferred that some teens are___.

"That means that kids like Max can play with people spread across the globe."

"When I took it away he started to cry".

"He could play video games for 12 straight hours."

"Behind the family kitchen in a converted garage, he has an Xbox, a big screen TV, headphones, and a microphone.

5.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

What is the most likely reason that the author includes a rhetorical question in paragragh 14?

To prompt people to think about how gaming companies are manipulating people.

To show teens how much money they spend on video games.

To encourage teens to think about how they will play the next game.

To manipulate teens into playing longer.

6.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

How does the use of a cause and effect organizational pattern support the topic?

This helps show how gamers are controlled.

This helps highlight that gaming companies are manipulating teens to make millions.

This helps prove gaming is addictive.

This helps establish teens spend too much money on gaming.

7.

MULTIPLE CHOICE QUESTION

15 mins • 1 pt

What is the most likely reason the author wrote this article?

To cause readers to feel suspicious about the topic.

To explain how video are affecting the lives of teens in the modern world.

To describe how video games can help people connect over long distances.

To tell about methods gaming companies use to make money.

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