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Media Literacy

Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Describe fluctuation effects.






2. What are the two main components in the demographics pattern?






3. What is Web 2.0?






4. Example: Chris read a book about an incredible romance. the characters were beautiful & they never fought & and the weather was always perfect. after reading the book & chris's romantic relationship seemed lousy. What is this an example of?






5. In order to appeal to audiences & most stories begin with what?






6. People with the ___________________ learn the most from the media






7. According to the _______________ is the most challenging medium for telling stories






8. What are the two timing factors?






9. In tv & gays are what?






10. the two most dominant genres in prime-time television from the 1970s-1990s were what?






11. What was the biggest deal between any two media companies?






12. What do megamergers result in?






13. If you cry during a film & you are experiencing what type of effect?






14. What government organization monitors tv and radio programming to determine if it is obscene or not?






15. As advertising agencies become more concentrated & they become more interested in working with a ______ variety of companies and products






16. Where does the term wiki come from?






17. A macro-type media effect refers to what?






18. according to the textbook & _____ are more likely to be represented in the television world than the real world.






19. Values that are reflected in entertainment messages include what?






20. What is Web 2.0?






21. ________________ are used in entertainment content because it is a way for audience members to access information quickly when introduced to a character






22. ________ are beneficial because they allow for the creation of collective knowledge






23. When did the innovation stage for interactive media games begin?






24. Consumers use the formula to do what?






25. the rationale for regulation in broadcasting is based on what?






26. example: when Ryan listened to patriotic music & he got shivers up his spine. This is an example of what?






27. Example: after Dennis went to see a movie about The Holocaust & he became very sad about how inhumane man can be. What is this an example of?






28. The video industry has 'a good deal of vertical integration'. What does this mean?






29. What is the long-term behavioral effect?






30. If you cry during a film & you are experiencing what type of effect?






31. What is the ability to memorize facts?






32. What does the personal locus do?

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33. What are the two types of process effects?






34. In order to become media literate in interactive media & what do we need to establish?






35. Which type of violence is most prevalent on television?






36. There is a trend of ______________ of ownership in the media






37. What are the four cognitive abilities?






38. _______________ frequently occur when you are in a state of automaticity.






39. What are the three parts of efficiency?






40. What is telescoping?






41. What is the natural ability to distinguish the signal and the noise in any message?






42. Who does marketing target?






43. What did the Communications Act of 1934 require?






44. People who have a ________________ have more awareness of the effects process






45. Media ___________ in the same way other institutions do & such as parents & friends & education & or religion.






46. What are the four genres in the formula?






47. When a digital game has been designed well & it delivers an experience to players through what?






48. When a digital game has been designed well & it delivers an experience to players through what?






49. What are the three elements to a general story formula?






50. What is the most prevalent media effect?