Answer these 80+ Gamification MCQs and assess your grip on the subject of Gamification.
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A. Really Plain Game
B. Role Passing Game
C. Rule Progressive Game
D. Role Playing Game
A. Social connection
B. Experience or hope of success
C. Satisfying work
D. Frequent rest
A. core mechanic
B. meta-game
C. aberrant behavior
D. grind
A. specific ending
B. character level
C. morality choice
D. consequence
A. Using a virtual reality warehouse safety training program
B. Designing an automatic watering machine for your garden
C. Creating a leaderboard of steps taken in a day and comparing your distance travelled to that of your friends
D. Instituting a sticker reward system for the children you babysit
A. Progress Bars
B. Levels
C. Points
D. Badges
E. All of these
A. NPCs
B. Feature Set
C. Botnet
D. Enemies
A. Ownership program
B. Sandwich program
C. Status program
D. Loyalty program
A. None of these
B. Levels
C. Badges
D. Points
A. First Person Shooter
B. First Person Situation
C. Fast Paced Simulation
D. Fact Progression Situation
A. Retail and e-commerce
B. All of these
C. Healthcare
D. Human resources
A. Explorer
B. Socializer
C. Killer
D. Achiever
A. Reading
B. Interactivity
C. Intelligence
D. Graphics
A. RPG
B. Shop keep
C. NPC
D. Achmed
A. Difficult
B. Timed
C. Meaningful
D. Irrelevant
A. Draw Something
B. Tetris
C. Angry Birds
D. Words with Friends
E. Fruit Ninja
A. A master of the four elements of nature within a game
B. The greater world in which a game takes place.
C. A community of gamers within a game
D. A visual representation of a player within the game
A. Pool, Bank or Leave
B. Post Bump Level-up
C. Points, Badges and Leaderboards
D. Past Boarding Lens
A. True
B. False
A. Combo
B. Powerup
C. Game
D. Goal
A. Employing the latest improvements in graphic rendering to design the most photo-realistic games as possible
B. Tapping into people's innate desires to play games to influence how they behave
C. Utilizing massive amounts of data to predict a person's future behavior
D. Instituting a hierarchy in business environments to
A. My Mom's Other Rapidly Paced Game
B. Manly Multiplayer Online Role-playing Game
C. Massively multiplayer online role-playing game
D. Multiple Multiplayer Online Role-playing Game
A. Powerups
B. Jumps
C. Choices
D. Stories
A. It instills a time frame in which players must complete their goal before the clock runs out
B. It creates a fun way for players to track their progress and can often motivate them to take the extra step to complete a task
C. It instills in a player a sense that they are working towards a greater goal and can motivate them to go above and beyond expected duties
D. Epic meaning is actually a frowned upon game mechanic and should not be employed
A. Achiever
B. Killer
C. Explorer
D. Socializer
A. The Leaderboard
B. The Gauntlet
C. The VIP list
D. The Bracket
A. At home
B. At school
C. At restaurants
D. At work
A. scoring points
B. buying things
C. defeating opponents
D. having fun
E. earning experience
A. play mechanics
B. goal-seeking
C. requirements
D. fighting
A. retention and engagement
B. monetization
C. leveling up
D. acquisition
A. Achiever
B. Explorer
C. Socializer
D. Killer
A. False
B. True
A. an unscheduled reward
B. a daily reward
C. a hidden reward
D. a scheduled reward
A. attraction and redemption model
B. acquisition, retention, monetization
C. adjustment, re-calibration, mastering
D. abstract, realistic, modern
A. A reward after having completed a series of challenges or core functions
B. A numerical value designed to reward players for a certain task
C. A marketing test designed to predict a player's future actions
D. The tendency of players to keep doing what they have been doing
A. Actually, you should always try to avoid extrinsic rewards
B. Understanding them will give better insight into what motivates your user
C. Understanding them will help give the user a sense of accomplishment
D. Understanding them will help develop a users self expression
A. a completion reward
B. a daily award
C. a performance based award
D. an engagement reward
A. Progression
B. Design
C. Development
D. Testing
A. Tangible
B. Virtual
A. Wanting to drive a flashy car
B. Wanting to improve your drawing skills because you enjoy drawing
C. Wanting to win a gold medal at the Olympics
D. Wanting a higher salary
A. The player's social engagement
B. The player's motivation
C. The player's skills
D. The player's spending power
A. A management strategy for the workplace by applying a series of incentives similar to a videogame.
B. Application of game mechanics to non game applications.
C. The strategy of allowing employees to play games to make worklife more enjoyable.
A. They have streamlined their support system to allow for faster processing of support tickets
B. They use a point system to give users a sense of status
C. Ebay does not actually utilize any known methods of gamification
D. They designed a skills test to prove users are qualified to buy/sell items
A. True
B. False
A. Equipping your office waiting room with Nintendo and PlayStation systems
B. Hosting a dart tournament at the local bar.
C. Having two brothers race to see who can clean their rooms first.
D. Organizing a company softball outing
A. Variable interval
B. Variable ratio
C. Fixed interval
D. Fixed ratio
A. Newbie, Regular, Enthusiast
B. Light, Regular, Addict
C. Casual, Mayor, Super User
D. Small, Medium, Large
A. skill tree
B. achievement
C. level
D. objective
A. Stickiness
B. Loyalty
C. Gamification
D. Engagement
A. True
B. False