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Chapter 6: UCG and Game Social Networking

Total questions: 12

Worksheet time: 6mins

Name
Class
Date
1.

Which of the following is the objective of social networking?

I. Sharing

II. Learning

III. Interacting

IV. Marketing

a)

I and III

b)

I, III and IV

c)

All of the above

2.

The abbreviation of CGM is known as ___________

a)

Control-general medium

b)

Consumer-generated media

c)

Communication-generated medium

3.

Facebook, Twitter and Linkedin is known as ________

a)

Social network

b)

Blog

c)

Content communities

4.

What do you know about Twitter platform?

a)

content focus on video only

b)

a social networking site that relies on microblogging

c)

300 characters is the Tweet limit

5.

Which of the following is NOT the benefit of TikTok platform towards gamers?

a)

Monetization opportunities: expands its creator economy; gamers can explore earning potential through revenue, brand partnerships and virtual gifts

b)

Creative expression: encourages creativity and experimentation with various video formats and effects

c)

Create new friends: the best way to get tapped into community

6.

A personal diary or journal maintained on the web is known as blog. So what do we call on a person that wrote the "diary"?

a)

Subreddits

b)

User

c)

Blogger

7.

The earliest and most influential social game is _________

a)

Zynga's FarmVille

b)

Minecraft

c)

Roblox

8.

__________ content is presented in a simple, user-friendly format, allowing participation on a mass scale.

a)

Social media

b)

Advertisement

c)

Storyline

9.

LinkedIn features can be used by user directly EXCEPT _______

a)

Content sharing

b)

Job search

c)

Messaging

10.

Which of the following is NOT the example of UGC in gaming

a)

Custom maps

b)

Storyline

c)

Custom skins

11.

Social games characteristics include ____________

a)

any form of promotional content

b)

awareness and interaction

c)

extending the longevity of the game

12.

Social games is a ________________

a)

game applications integrated in the social networking platforms

b)

excessive gameplay and privacy concerns

c)

sharing media content platforms