Gamification MCQs

Gamification MCQs

Answer these 80+ Gamification MCQs and assess your grip on the subject of Gamification.
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1: What does RPG stand for?

A.   Really Plain Game

B.   Role Passing Game

C.   Rule Progressive Game

D.   Role Playing Game

2: Which of these is NOT one of the four essential human cravings?

A.   Social connection

B.   Experience or hope of success

C.   Satisfying work

D.   Frequent rest

3: The primary activity of a player during a game is often called the:

A.   core mechanic

B.   meta-game

C.   aberrant behavior

D.   grind

4: The result of a choice is called the:

A.   specific ending

B.   character level

C.   morality choice

D.   consequence

5: Which of these are NOT AN example of gamification?

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

6: Which of the following game mechanics is a progress mechanic?

A.   Progress Bars

B.   Levels

C.   Points

D.   Badges

E.   All of these

7: When several features are discussed as a whole they are called a:

A.   NPCs

B.   Feature Set

C.   Botnet

D.   Enemies

8: "Buy Nine sandwiches and get your tenth one free!" is an example of what type of gamified sales program?

A.   Ownership program

B.   Sandwich program

C.   Status program

D.   Loyalty program

9: Which of the following standard gaming features is NOT appropriate for a gamified business approach?

A.   None of these

B.   Levels

C.   Badges

D.   Points

10: What does FPS stand for?

A.   First Person Shooter

B.   First Person Situation

C.   Fast Paced Simulation

D.   Fact Progression Situation

11: Which of these sectors currently utilize gamification techniques?

A.   Retail and e-commerce

B.   All of these

C.   Healthcare

D.   Human resources

12: A player who likes to dig into the game for the sake of the experience itself, rather than points and rewards, is known as a(n) ______.

A.   Explorer

B.   Socializer

C.   Killer

D.   Achiever

13: The general difference between movies or books and a game is:

A.   Reading

B.   Interactivity

C.   Intelligence

D.   Graphics

14: A character that is controlled by the computer is called:

A.   RPG

B.   Shop keep

C.   NPC

D.   Achmed

15: You should always avoid creating choices that are:

A.   Difficult

B.   Timed

C.   Meaningful

D.   Irrelevant

16: Which mobile game was the most-downloaded app of 2011?

A.   Draw Something

B.   Tetris

C.   Angry Birds

D.   Words with Friends

E.   Fruit Ninja

17: What is an avatar?

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

18: PBL in the context of Gamification stands for?

A.   Pool, Bank or Leave

B.   Post Bump Level-up

C.   Points, Badges and Leaderboards

D.   Past Boarding Lens

19: True or False? A coffee shop's loyalty card is a form of gamification.

A.   True

B.   False

20: A _______ is subjective and is basically "what a player WANTS to do"

A.   Combo

B.   Powerup

C.   Game

D.   Goal

21: What is the main idea behind gamification theory?

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

22: What does MMORPG stand for?

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

23: A great game is a series of interesting and meaningful _______ made by the player in pursuit of a clear and compelling goal.

A.   Powerups

B.   Jumps

C.   Choices

D.   Stories

24: Why is Epic Meaning important?

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

25: A player who is most interested in interacting with other players, on top of their motivation to accumulate points and prestige, is known as a(n) ______.

A.   Achiever

B.   Killer

C.   Explorer

D.   Socializer

26: What term describes a visual ranking of players success in a game?

A.   The Leaderboard

B.   The Gauntlet

C.   The VIP list

D.   The Bracket

27: Where is enterprise gamification used?

A.   At home

B.   At school

C.   At restaurants

D.   At work

28: During gameplay a player should always be:

A.   scoring points

B.   buying things

C.   defeating opponents

D.   having fun

E.   earning experience

29: The activities in which a player participates during a game are often called:

A.   play mechanics

B.   goal-seeking

C.   requirements

D.   fighting

30: Badges, levels, and leaderboards are mechanics that are designed for ____________.

A.   retention and engagement

B.   monetization

C.   leveling up

D.   acquisition

31: A player who is completely and entirely focused on winning achievements and gaining respect from other players is known as a(n) ______.

A.   Achiever

B.   Explorer

C.   Socializer

D.   Killer

32: True or False? Gamification is primarily concerned with video game development.

A.   False

B.   True

33: A badge for completing all the levels of a game is an example of ___________.

A.   an unscheduled reward

B.   a daily reward

C.   a hidden reward

D.   a scheduled reward

34: The acronym ARM is often used to describe modern game business models. What does it stand for?

A.   attraction and redemption model

B.   acquisition, retention, monetization

C.   adjustment, re-calibration, mastering

D.   abstract, realistic, modern

35: What is behavioral momentum?

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

36: Why is studying the response to extrinsic rewards important?

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

37: A player gets a reward for starting an assigned task. This is an example of _________.

A.   a completion reward

B.   a daily award

C.   a performance based award

D.   an engagement reward

38: Which of these are NOT a stage of configuring and deploying a gamification program?

A.   Progression

B.   Design

C.   Development

D.   Testing

39: What comes first when implementing a gamified strategy; virtual rewards or tangible rewards?

A.   Tangible

B.   Virtual

40: Which of these are NOT an extrinsic motivator?

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

41: In any system, what ultimately drives the outcome?

A.   The player's social engagement

B.   The player's motivation

C.   The player's skills

D.   The player's spending power

42: Gamification is the:

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.

43: How does eBay utilize gamification on their site?

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

44: True or False? self-reported demographic data is less reliable/important than actual, recorded activities.

A.   True

B.   False

45: Which of the following is an example of gamification?

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

46: The reinforcement system used by issuing bi-weekly paychecks is ______.

A.   Variable interval

B.   Variable ratio

C.   Fixed interval

D.   Fixed ratio

47: What are the stages of Amy Jo Kim's player journey?

A.   Newbie, Regular, Enthusiast

B.   Light, Regular, Addict

C.   Casual, Mayor, Super User

D.   Small, Medium, Large

48: A(n) ______ is a designed requirement for players to fulfill during gameplay.

A.   skill tree

B.   achievement

C.   level

D.   objective

49: Recency, frequency, duration, virality and ratings are metrics analyzed when measuring ______.

A.   Stickiness

B.   Loyalty

C.   Gamification

D.   Engagement

50: True or False? If motivation is low and ability is low, a trigger will often still lead to the desired behavior.

A.   True

B.   False