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1. The Dutch cultural theorist Johan Huizinga determined that play has five essential elements, including each of the following EXCEPT:
A. Play is not “ordinary” or “real” life, but rather it is freedom
B. Play is distinct from “ordinary” life both as to locality and duration
C. Play gives us a break from order and boundaries
D. Play is connected with no material interest, and no profit can be gained from it
2. The author compares therapy to gaming in that gamers and therapists value freedom, and that therapy is a form of play where participants are able to explore and express their internal world through the therapeutic process.
A. True
B. False
3. Gamification is the act of using the elements of game design and applying it to other parts of human existence.
A. True
B. False
4. Huizinga referred to the ___________ of play, within which the game unfolds, which may be compared to the 45-50 minute hour, office setting, and professional boundaries of therapy.
A. Fantasy threshold
B. Magic circle
C. Virtual obstacle
D. None of the above
5. Although technology has become more complex through time, attitudes about it are still generally simplistic, and many perceive the enjoyment of video gaming as strange and suspect.
A. True
B. False
6. Approximately 40% of all adults and 3 out of 5 adolescents play video games.
A. True
B. False
7. A character is a persona adopted by the gamer and it often embodies the patient's idealized self, or his or her alter ego.
A. True
B. False
8. The author recommends paying close attention to the patient's avatar, as it represents object relation, projection, and:
A. The gamer's back story
B. Fantasies
C. Values and priorities
D. Wish fulfillment
9. According to Anna Freud, the most primitive ego defense is regression, while the most evolved is reaction formation.
A. True
B. False
10. Actions employed by a gamer may be parallel to ego defenses, and a player who uses _______ a lot may be inclined toward projecting their anxiety onto others.
A. Fear
B. Aggression
C. Power
D. Anger
11. Gamers who are childhood trauma survivors may be able to overcome some of the injustices they suffered by succeeding in defending themselves through play.
A. True
B. False
12. While gamers know that endurance and learning from past battles is important, therapists understand that those who do not learn from their history are doomed to repeat it.
A. True
B. False
13. Recent research indicates that if an individual spends more than 2 hours a day playing video games, the positive effects of them begin to decline quickly.
A. True
B. False
14. In Ego Psychology, the need to take a break from the outside world in order to maintain functioning is referred to as _______, or adaptive regression in the service of the ego.
A. BOOST
B. ARISE
C. VIGOR
D. WOW
15. The current U.S. public education system encourages standardized testing and:
A. Problem-solving over rote learning
B. Portfolio options over memorization
C. Individual work over cooperative goals
D. All of the above
16. The author suggests that using technology may be a way to reintroduce playfulness and critical thinking into education and psychotherapy in order to help individuals feel better about themselves and to be more creative.
A. True
B. False
17. In order to become gamer-affirmative, therapists may need to acknowledge the reality that real life is often a lot less stimulating than games when it comes to:
A. Maximizing creativity
B. Exploring the unknown
C. Enhancing existing relationships
D. Completing mundane tasks
18. An achievement banner sent electronically to a client or student who has accomplished a task may be particularly beneficial because it acts as both a behavioral and social reinforcement.
A. True
B. False
19. In gaming, “stash” is the general term for specific prizes you win in-game by completing a quest or downing a boss.
A. True
B. False
20. Gamers experience real feelings in their virtual worlds, so therapists are encouraged to ask clients about their gaming and facebook friends, their guild mates as well as their roommates or partners, and raid leaders as well as other authority figures.
A. True
B. False
21. Rather than checking out of reality as is the stereotype for many gamers, it is quite common that they rely on the virtual world and the human relatedness found through it in order to deal with life problems.
A. True
B. False
22. Which of the following is an accurate statement that refutes the stereotype that gamers are lazy slackers?
A. 45% of surveyed executives played video games at work
B. Gamers have compiled the second largest compendium of online knowledge, known as WoWwiki
C. 70% of the time a gamer plays a video game they try, and fail, and try again
D. All of the above
23. Gamers should seek to find a gamer-affirmative therapist who will stop trivializing video games in life and in treatment and who understands that how gamers play the game may hold the key to how they can resolve their difficulties elsewhere.
A. True
B. False
24. One study reported that out of a sample of 3034 children, ________ could be considered pathological in their video game play, and were experiencing serious problems.
A. 6 percent
B. 7 percent
C. 8 percent
D. 9 percent
25. Although 13-20% of U.S. children have some sort of mental health issue, this statistic has remained relatively consistent over time, predating video games entirely.
A. True
B. False
26. Just as a gamer goes through a period of being a “noob” as they become familiar with game mechanics and the lay of the land, therapists have similar experiences as they navigate technology, social media and healthcare.
A. True
B. False
27. Giving up on everything while deluding yourself that you haven't, such as saying that you want a committed marriage while you're out every night with your buddies, is an example of dissipating.
A. True
B. False
28. One of the important and distinguishing characteristics of lurkers is sneakiness.
A. True
B. False
29. A person who is an introvert and experiences social anxiety might enjoy lower intensity and indirect social connection that eventually promotes deeper engagement, which is referred to as _______ sociability.
A. Ambient
B. Superficial
C. Incidental
D. Peripheral
30. Many therapists have expressed concern with crossing boundaries from professional to personal by using social media.
A. True
B. False
31. During video game play, casual guilds focus mostly on progressing in the game, while raiding guilds attempt to balance progress with more fun and social activity.
A. True
B. False
32. In gaming, the escort quest walks a certain distance with the characters to protect them from whatever monsters pop out, just as the therapist walks alongside the client as he or she struggles with life and helps to face whatever obstacles appear along the way.
A. True
B. False
33. Epic therapists are those who:
A. Regularly take care of mundane tasks and step back to consider the state of their practices
B. Read about their craft regularly and learn about what their patients are talking about
C. Reach out and connect with colleagues and take risks to make their businesses more viable
D. All of the above
34. Raids are groups of players who get together to fight higher monsters and the individual players must learn from each other, know what their job is, __________, and get along.
A. Communicate
B. Strategize
C. Collaborate
D. Commit
35. Which of the following is not one of the suggested strategies that therapists can learn from gamers?
A. Commit to work with others
B. Do your research
C. Recognize your limitations
D. Play nice and fair
36. Just as gamers must learn to use their talent points wisely, therapists must learn to balance the demands of business, take care of their patients and themselves, and participate in activities that promote excellence.
A. True
B. False
37. As part of a fixed mentality, therapists may automatically ban teenagers from keeping their cellphones during a session, rather than getting to know them better by exploring who is texting them.
A. True
B. False
38. Technology is here to stay and is embedded in our lives, and therapists, like other professionals and individuals must realize that we need both ________________ in order to progress.
A. Tradition and innovation
B. Convention and departure
C. Rituals and variation
D. Customs and modification
39. Ready-to-hand is a term that refers to an uninvested, detached way of looking at something, one that takes us out of any meaningful relationship.
A. True
B. False
40. The experiences and metaphors from video games can be used with patients to help them understand ego defenses, communication patterns, and strategies that impact their relationships, and to apply game mechanics to their lives to change them.
A. True
B. False
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