The Science Behind Video Games and Anxiety Relief

The Science Behind Video Games and Anxiety Relief

Assessment

Interactive Video

English

6th - 10th Grade

Hard

CCSS
RL.2.6, RI.7.10, RI.7.7

+9

Standards-aligned

Created by

Ethan Morris

FREE Resource

Standards-aligned

CCSS.RL.2.6
,
CCSS.RI.7.10
,
CCSS.RI.7.7
CCSS.RL.8.3
,
CCSS.RI.8.10
,
CCSS.RL.6.10
,
CCSS.RL.7.10
,
CCSS.RL.9-10.10
,
CCSS.RI.8.7
,
CCSS.RL.6.7
,
CCSS.RL.8.7
,
CCSS.RL.9-10.7
,

10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the term used by psychologists to describe the state of being completely absorbed in an activity?

Flow

Immersion

Focus

Concentration

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Who first identified the concept of flow in the 1970s?

Sigmund Freud

Carl Jung

Mihaly Csikszentmihalyi

B.F. Skinner

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What does Kate Sweeney study at UC Riverside?

Video games

Flow state

Stress management

Waiting and uncertainty

Tags

CCSS.RL.2.6

CCSS.RL.8.3

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

In Kate Sweeney's experiment, what game did the participants play while waiting for their supposed rating?

Pac-Man

Super Mario

Tetris

Space Invaders

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which version of Tetris led to the highest reported flow state among participants?

The impossible version

The multiplayer version

The easy version

The normal version

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What kind of activities are most likely to induce a flow state?

Passive activities like watching TV

Simple and easy tasks

Challenging and engaging activities

Social media scrolling

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a key characteristic of a good flow activity?

It is very easy

It has clear goals and provides feedback

It is passive

It is repetitive

Tags

CCSS.RI.7.10

CCSS.RI.8.10

CCSS.RL.6.10

CCSS.RL.7.10

CCSS.RL.9-10.10

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