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Prep for Exam : Game Design Principles Set 3

Total questions: 15

Worksheet time: 5mins

Name
Class
Date
1.
According to Self-Determination Theory, which of the following is NOT a key psychological need for motivation?
a)
Autonomy
b)
Competence
c)
Relatedness
d)
Obedience
2.
Player engagement increases when a game provides meaningful __________.
a)
Rewards
b)
Bugs
c)
Delays
d)
Ads
3.
Which of the following best describes 'extrinsic motivation' in gaming?
a)
Enjoyment of playing itself
b)
Desire to win prizes or rewards
c)
Sense of belonging
d)
Curiosity about mechanics
4.
A player enters a state of 'flow' when __________.
a)
Their challenge and skill are balanced
b)
They lose interest quickly
c)
They face too many tutorials
d)
They keep failing levels
5.
Games that build a sense of community and friendship focus on the need for __________.
a)
Autonomy
b)
Competence
c)
Relatedness
d)
Progression
6.
Which of the following features is most likely to enhance player motivation?
a)
Long loading screens
b)
Frequent rewards and achievements
c)
Unclear objectives
d)
Overly complex controls
7.
Which term describes the psychological reward for overcoming difficult challenges?
a)
Frustration
b)
Satisfaction
c)
Anxiety
d)
Escape
8.
A well-designed feedback loop helps players __________.
a)
Understand progress and adjust actions
b)
Ignore the rules
c)
Skip tutorials
d)
Avoid engagement
9.
In the context of game design, 'competence' refers to __________.
a)
Feeling capable of mastering challenges
b)
Having multiple in-game friends
c)
Earning the highest score
d)
Following strict instructions
10.
According to Bartle’s player types, 'Explorers' are motivated by __________.
a)
Competing and winning
b)
Discovering secrets and game systems
c)
Socializing with others
d)
Breaking game rules
11.
What type of motivation drives players who enjoy experimenting and testing the limits of a game system?
a)
Intrinsic motivation
b)
Extrinsic motivation
c)
Passive motivation
d)
Material motivation
12.
When players stop playing due to constant failure without clear feedback, it reflects a breakdown in __________.
a)
Game balance
b)
Reward pacing
c)
Feedback loop
d)
Immersion
13.
Players who enjoy cooperative multiplayer modes are mainly motivated by __________.
a)
Competition
b)
Social interaction
c)
Solitary reflection
d)
Story discovery
14.
In persuasive game design, motivating players through meaningful consequences is an example of __________.
a)
Gamification ethics
b)
Behavioral design
c)
Player freedom
d)
Aesthetic balancing
15.
What happens when a game provides excessive rewards without challenge?
a)
Players lose interest due to lack of satisfaction
b)
Players become more engaged
c)
Flow state improves
d)
Skill mastery increases