CLEAN : Online gaming should make way for VR technology: expert

CLEAN : Online gaming should make way for VR technology: expert

Assessment

Interactive Video

Computers, Fun, Other

9th - 10th Grade

Hard

Created by

Quizizz Content

FREE Resource

The video discusses the rapid adoption of smartphones and tablets, highlighting their impact on the gaming industry. It notes the significant role of women in gaming and the shift towards free games. The emotional potential of games is compared to films and books, with VR headsets enhancing experiences. The trend of bite-sized entertainment, allowing short gaming sessions across devices, is expected to grow.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What has been the impact of the widespread adoption of smartphones on the gaming industry?

It has decreased the number of gamers worldwide.

It has allowed games to become more pervasive and revolutionary.

It has led to a decline in the popularity of gaming.

It has made gaming more expensive for consumers.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which group has become one of the most avid gamers according to the transcript?

Teenagers

Women

Elderly

Children

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How have free games changed consumer expectations in the gaming market?

Consumers prefer physical copies of games.

Consumers expect to try games for free and build relationships before spending.

Consumers are less interested in gaming.

Consumers expect to pay upfront for all games.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What potential does the transcript suggest games have in the future?

To become obsolete with the rise of other entertainment forms.

To evoke strong emotional responses similar to films and books.

To become less emotionally engaging than films and books.

To offer less immersive experiences than current technology.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What trend is expected to grow in the future according to the transcript?

A decrease in the number of gaming devices.

A decline in the use of VR technology.

Bite-sized entertainment allowing short gaming sessions across devices.

Long gaming sessions on a single device.