Virus Pandemic Leads to More Game Play, Says Activision CEO

Virus Pandemic Leads to More Game Play, Says Activision CEO

Assessment

Interactive Video

Business

University

Hard

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The video discusses the impact of COVID-19 on the gaming industry, noting an increase in gameplay across all demographics, with a significant number of female players aged 25-49. It explores the potential for sustained gaming interest post-pandemic and highlights the social aspects of gaming, where players connect globally using technology.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the initial assumption about the gaming industry during the pandemic?

It would decline due to economic hardships.

It would remain unchanged.

It would face challenges due to supply chain issues.

It would thrive as people have more free time.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the gender distribution of the gaming audience mentioned in the video?

50% male, 50% female

60% male, 40% female

80% male, 20% female

70% male, 30% female

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which demographic is the largest community of players according to the video?

Young adult men

Elderly individuals

25 to 49 year old women

Teenage boys

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one of the reasons gaming has become more popular during the pandemic?

It is a solitary activity.

It is a new form of exercise.

It offers a social experience.

It is a way to earn money.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a potential outcome for the gaming industry after the pandemic?

A decrease in new players

A return to traditional gaming

An increase in social gaming experiences

A decline in overall interest