
The Truth Behind Free-to-Play Video Games

Interactive Video
•
English
•
6th - 10th Grade
•
Hard
+4
Standards-aligned

Emma Peterson
FREE Resource
Standards-aligned
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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