SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
Test your basic knowledge |
Media Literacy
Start Test
Study First
Subjects
:
literacy
,
journalism-and-media
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. What is the process of flow?
Pseudo-claims & comparison with unidentified other & comparison of product to its earlier form & irrelevant comparisons & pseudo-survey & juxtaposition
Vertical
Being immersed so deeply into a task so they lose track of all time and place
Dramas and situation comedies
2. example: when Ryan listened to patriotic music & he got shivers up his spine. This is an example of what?
Establish awareness of products & existence of products
Physiological
State of mind & motivation & & degree of identification
Real world vs media world
3. What is the natural ability to distinguish the singal and the noise in any message?
Individuals and society
Field independency
Relaxing regulations
Male
4. Television programmers are essentially ____________ and fearful of offending viewers & so they present content that they believe reflects mainstream American values
Ownership rules are relaxed
When game developers market their game code to other game developers
Opinions & beliefs & and values
Conservative
5. What are the three elements to a general story formula?
A digital game player's focus on steps in the process
Cognitive
Easily noticable
Conflict & climax & resolution
6. What are the four genres in the formula?
Regulate
Text & television
Drama & comedy & romance & reality series
African Americans
7. What is a baseline effect?
Antisocial vs prosocial
The typical level of risk for an effect
State of mind & motivation & & degree of identification
Can be addictive
8. Popular criticism about advertising includes what?
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
9. What are the four cognitive abilities?
Different from
Attitudinal
Deceptive
Field independency & type of intelligence & type of thinking & conceptual differentiation
10. when one media company buys smaller companies of the same type & what type of concentration is this?
Horizontal
Tragedy & mystery & action/horror
They eliminated the legal barrier to competition across markets
Crystalline intelligence
11. According to the _______________ is the most challenging medium for telling stories
Pay for placement
Text & television
An attitudinal-type effect
Real world vs media world
12. What are the two timing factors?
Immediate and long-term
Many companies
Manifest and process
By medium & society
13. What are the two types of intelligence?
Crystalline & fluid
Institutions & society & individuals
Telescoping
Emotional
14. What is the natural ability to distinguish the signal and the noise in any message?
Small
Being immersed deeply in a task that they lose track of time and place
When game developers market their game code to other game developers
Field independency
15. When a digital game has been designed well & it delivers an experience to players through what?
African Americans
Flow & telescoping
Harder
During an exposure to a particular message
16. The business trend to consolidate has grown stronger than the government's impulse to...
Relates to the unconscious effects of advertising
Different from
Regulate
Try to solve the plot
17. What is the long-term emotional effect?
Desensitization
Ownership rules are relaxed
Influence of automatic bodily systems & beyond our conscious control
Positive because they are easy for viewers to recognize
18. When one media company buys companies that are buyers or suppliers to create integration in the production and distribution of messages & what type of concentration is this?
Male
Viacom & CBS
Individuals and society
Vertical
19. 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?
Largest amount of knowledge
Field independency & type of intelligence & type of thinking & conceptual differentiation
Long-term
An attitudinal-type effect
20. What was significant about the Communications Act 1934?
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
21. 'Bad' language in the media is what?
Governed by the FCC & includes racial slurs & includes gender slurs & can lead to severe and immediate consequences
Field independency & type of intelligence & type of thinking & conceptual differentation
Efficiency
Immediate and long-term
22. according to the textbook & fewer than one in every _____ television shows that present sexual content will have any mention of risks or responsibilities of unprotected sex.
Horizontal & vertical & conglomerate
Media concentration
6
Field independency
23. What is a wiki?
Invisible & visible
Temporary
Websites that allow users to add & edit material
Advertisers manipulating us into buying things we don't need
24. What is telescoping?
Pseudo-claims & comparison with unidentified other & comparison of product to its earlier form & irrelevant comparisons & pseudo-survey & juxtaposition
When you focus on the steps in the process
State
Concentration & consolidation & centralization
25. What are the two types of intelligence?
Massively Multiplayer Online Role Playing Game
Crystalline & fluid
The control of important institutions in the hads of all people
Can be addictive
26. When did megamergers become popular?
Good vs evil
1980s & 1990s
Baseline & fluctuation
People have control and control is decentralized
27. What is WOW?
Small
World of Warcraft & $15 per month & an online game & most successful video game in the world
Baseline and fluctuation
65+ years of age
28. What is the ability to memorize facts?
Conservative
Crystalline intelligence
Ads making implicit claims that cannot be tested for the truth
Determines a person's media exposure habits
29. Long-term effects are ________ to notice than immediate effects.
Harder
Good vs evil
Discrimination and poverty impacting their lives
Motivations & states & degree of identification
30. What is baseline effects?
Relates to the unconscious effects of advertising
Medical workers
Establish awareness of products & existence of products
Typical level of risk for an effect
31. What do megamergers result in?
Explorers & socializers & achievers & controllers
CEOs holding a greater concentration of power
Recognize elements of the story
Goals & drives
32. What is localism?
The control of important institutions in the hads of all people
Psychological & emotional & cognitive
Manifest and process
Developmental maturity & knowledge structures & media exposure habits
33. What do media exposure habits focus its attention on?
The control of important institutions in the hads of all people
State of mind & motivation & & degree of identification
Media and messages
60%
34. What are the three parts of efficiency?
Social and economic
Goals & drives
Physiological
Concentration & consolidation & centralization
35. What are examples of baseline factors?
Developmental maturity & knowledge structures & media exposure habits
3%
Discrimination and poverty impacting their lives
People have control and control is decentralized
36. When did the innovation stage for interactive media games begin?
Social and economic
An informed decision
Media and personal
1950s
37. Over time & the government has been _______________ with regard to who controls the media
3%
Institutions
Relaxing regulations
Invisible & visible
38. When did megamergers become popular?
Emotional
Pay for placement
Opportunities vs addictions & goals
1980s & 1990s
39. What are the two types of process effects?
Flow
Desensitization
Baseline and fluctuation
Can be addictive
40. What socioeconomic status is more represented?
Psychological & emotional & cognitive
Action must build up
State
Richer
41. What are the two types of thinking?
Good vs evil
Baseline and fluctuation
When you focus on the steps in the process
Vertical and lateral
42. What are the two types of thinking?
Baseline & fluctuation
Explorers & socializers & achievers & controllers
Shared commons & need for social contact & attraction of advertisers
Vertical and lateral
43. What is efficiency?
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
44. What are the four types of niche audiences?
Cognitive
Cultivation & reinforcement
Ownership rules are relaxed
Explorers & socializers & achievers & controllers
45. Every day & our baseline of media effects what?
Can be at risk & shaped by media & own life factors
Developmental maturity & knowledge structures & media exposure habits
65+ years of age
Advertisers manipulating us into buying things we don't need
46. What percentage of video games earn a profit?
Relaxing regulations
Cultivation & reinforcement
Media content
3%
47. on television & three-quarters of all characters are between the ages of 20 and 50. which age group is the most imbalanced in terms of representation on television?
65+ years of age
Invisible & visible
Can be addictive
Manifest and process
48. Issues of concern regarding merger activity includes what?
Explorers & socializers & achievers & controllers
Influences
Conceptual differentiation
Deregulation & change in content & lack of access
49. What are the six main criticisms of advertising?
Automaticy
Manipulates us into buying unnecessary items & makes us too materialistic & deceptive & manipulates us through subliminal advertising & excessive & perpetuates stereotypes
Invisible & visible
Concentration
50. When does a digital game player get deeply immersed in the game and loses all track of time and place?
Always occurring
Content of messages & context of portrayals & cognitive complexity of content
Cognitive & emotional & moral
Flow