The Truth Behind Free-to-Play Video Games

The Truth Behind Free-to-Play Video Games

Assessment

Interactive Video

English

6th - 10th Grade

Hard

CCSS
6.NS.B.3, RL.6.1, 6.RP.A.3C

+4

Standards-aligned

Created by

Emma Peterson

FREE Resource

Standards-aligned

CCSS.6.NS.B.3
,
CCSS.RL.6.1
,
CCSS.6.RP.A.3C
CCSS.RI.7.8
,
CCSS.RL.8.1
,
CCSS.RI.8.8
,
CCSS.RI.8.1
,

10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How much did the narrator make by selling their World of Warcraft account?

$350

$1000

$500

$200

Tags

CCSS.6.NS.B.3

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the approximate total cost the narrator spent on World of Warcraft over a few years?

$200

$350

$500

$1000

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which country released the first 'free-to-play' game?

China

Japan

South Korea

United States

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main reason developers prefer the free-to-play model?

To capture a large audience

To shorten game development time

To reduce game development costs

To improve game quality

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is 'loss aversion' in the context of video games?

A preference for free games

A strategy to save money

A desire to win at all costs

A tendency to spend money to avoid losing

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Why do game developers use unfamiliar currencies like V-bucks or Riot Points?

To make the game more realistic

To confuse players about how much they are spending

To make transactions faster

To comply with international laws

Tags

CCSS.RL.6.1

CCSS.RI.7.8

CCSS.RL.8.1

CCSS.RI.8.8

CCSS.RI.8.1

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main psychological effect of loot boxes on players?

They provide predictable rewards

They make the game easier

They reduce game costs

They create a stronger dopamine rush due to unpredictability

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