Unit 6 - Practice Quiz

SOC371

1 Which sociologist is most closely associated with the concept of 'networked publics' regarding how youth navigate social media?

A. Sherry Turkle
B. danah boyd
C. Henry Jenkins
D. Marshall McLuhan

2 According to Marc Prensky, individuals who were born during or after the general introduction of digital technologies and through interacting with digital technology from an early age are known as:

A. Digital Immigrants
B. Digital Natives
C. Networked Individuals
D. App Generation

3 In the context of growing up online, 'context collapse' refers to:

A. The loss of internet connection during critical social interactions.
B. The flattening of multiple distinct audiences into a single context.
C. The decline of traditional social values due to online anonymity.
D. The psychological breakdown caused by cyberbullying.

4 Sonia Livingstone’s research on children and the internet emphasizes that increased opportunity often comes with increased:

A. Surveillance
B. Risk
C. Isolation
D. Intelligence

5 Which term describes the phenomenon where people act out more intensely or aggressively online than they would in person?

A. The Online Disinhibition Effect
B. The Spiral of Silence
C. The Cultivation Effect
D. The Third-Person Effect

6 Sherry Turkle's book 'Alone Together' argues that mobile technology leads to:

A. Greater intimacy in physical relationships.
B. The expectation of more from technology and less from each other.
C. A complete abandonment of digital communication.
D. Enhanced community building in local neighborhoods.

7 The concept of 'absent presence' in the sociology of mobile phones refers to:

A. Being physically present but mentally disengaged due to interaction with a mobile device.
B. The feeling of missing a phone when it is left at home.
C. The ghosting phenomenon in dating apps.
D. Tracking the location of friends via GPS.

8 According to Rich Ling, 'micro-coordination' refers to:

A. The use of mobile phones to organize large-scale political protests.
B. The detailed design of mobile circuitry.
C. The nuanced management of social interactions and logistics in real-time via mobile phones.
D. The government surveillance of small groups.

9 What is 'phubbing'?

A. Hacking into private phones.
B. Snubbing someone in a social setting by looking at your phone instead of paying attention.
C. Publishing fake news via mobile apps.
D. Using a phone to track physical fitness.

10 In the context of the 'App Generation' (Gardner and Davis), what does it mean to be 'App-dependent'?

A. Using apps to enhance creativity and explore new identities.
B. Looking to apps for answers to all questions and avoiding risk or ambiguity.
C. Developing one's own applications for profit.
D. Refusing to use technology for daily tasks.

11 Conversely, Gardner and Davis define 'App-enabled' as:

A. Using apps as a starting point for creativity and self-expression.
B. Being addicted to social media scrolling.
C. Having parental controls disabled on a device.
D. The technical ability to code software.

12 A key criticism of the 'App Generation's' identity formation is:

A. They have too many secret identities.
B. They view identity as a 'packaged' brand to be curated and polished.
C. They have no interest in how others perceive them.
D. They prefer anonymity over recognition.

13 Which theorist is most associated with the distinction between 'stickiness' and 'spreadability' in media?

A. Henry Jenkins
B. Jean Baudrillard
C. Pierre Bourdieu
D. Erving Goffman

14 According to Limor Shifman, an internet meme is defined as:

A. A single viral video that gets millions of views.
B. A group of digital items sharing common characteristics strictly created by corporations.
C. A group of digital items sharing common characteristics, created with awareness of each other, and circulated/imitated by many users.
D. Any picture with text overlay.

15 The concept of 'FOMO' (Fear Of Missing Out) is best described sociologically as:

A. A clinical anxiety disorder unrelated to technology.
B. A form of social anxiety characterized by a desire to stay continually connected with what others are doing.
C. The fear of losing internet connectivity during a storm.
D. A marketing strategy used by television broadcasters.

16 Which term describes the practice of supporting a political or social cause by means such as social media or online petitions, characterized as involving very little effort or commitment?

A. Hacktivism
B. Slacktivism
C. Activism
D. Micro-coordination

17 In gamer culture, the 'Magic Circle' (Huizinga) refers to:

A. The coding loop that runs the game engine.
B. The boundary separating the game world, where special rules apply, from the real world.
C. The elite group of professional gamers.
D. The circular controller used in early consoles.

18 What is 'Ludology' the study of?

A. The narrative structure of games.
B. The psychological effects of violence.
C. Games as systems of rules and mechanics.
D. The economic impact of e-sports.

19 The controversy known as 'Gamergate' highlighted which negative aspect of gamer culture?

A. The high cost of consoles.
B. Harassment, sexism, and exclusionary attitudes toward women and minorities.
C. The addiction levels of MMORPGs.
D. The rigging of e-sports tournaments.

20 In the context of mobile technology, 'tethering' refers to:

A. Connecting a phone to a laptop for internet.
B. The psychological feeling of being constantly tied to one's social network and parents via the mobile device.
C. The use of wires to charge devices.
D. Restricting internet access for children.

21 Which term describes the integration of game mechanics (points, leaderboards) into non-game contexts to motivate participation?

A. Ludification
B. Gamification
C. Simulation
D. Virtualization

22 What is an 'Avatar' in the context of digital sociology?

A. A high-grossing film.
B. A digital representation of a user within a virtual environment.
C. A type of computer virus.
D. A social media moderator.

23 The 'quantified self' movement is closely linked to which technological trend?

A. MMORPGs
B. Wearable technology and health apps.
C. Viral marketing.
D. Console gaming.

24 In the context of viral media, 'participatory culture' implies that:

A. Media consumption is passive.
B. Audiences are not just consumers but also contributors and producers of content.
C. Only professionals create content.
D. Participation requires a subscription fee.

25 Which of the following is a characteristic of 'Networked Individualism'?

A. People interact mostly within tightly knit, geographically bound groups.
B. The person, rather than the household or group, is the primary unit of connectivity.
C. All social interactions are anonymous.
D. Individuals no longer rely on social support.

26 The 'Privacy Paradox' refers to the finding that:

A. Users do not care about privacy.
B. Users claim to care about privacy but often freely disclose personal information online.
C. Privacy settings are impossible to understand.
D. Governments protect privacy better than corporations.

27 What is 'Modding' in gamer culture?

A. Moderating a chat room.
B. The act of players altering the game's code or assets to create new content.
C. Buying modern equipment.
D. Playing in 'moderate' mode.

28 The 'algorithm' in social media shaping refers to:

A. The physical server storing data.
B. A set of rules used by platforms to prioritize and filter content presented to users.
C. The rhythm of typing on a keyboard.
D. The legal terms of service.

29 According to T.L. Taylor, e-sports challenge the traditional definition of sport by:

A. Removing the element of competition.
B. Replacing physical exertion with cognitive and fine-motor skill mastery.
C. Allowing cheating.
D. Eliminating spectators.

30 Which term describes the blurred boundary between work and leisure caused by mobile technology?

A. The Digital Divide
B. Professionalization
C. The Always-On Culture
D. Gamification

31 The 'bedroom culture' of the late 20th century has evolved in the digital age into:

A. Outdoor play.
B. Media-rich personal spaces where youth socialize with the outside world from within their room.
C. Communal living rooms.
D. Strictly study environments.

32 What is the 'Filter Bubble'?

A. A protective screen for mobile phones.
B. A state of intellectual isolation resulting from algorithms serving users only content they agree with.
C. A photography filter used on Instagram.
D. A method of censoring inappropriate content.

33 In the context of the App Generation, 'transactional relationships' implies:

A. Paying for dating apps.
B. Viewing social interactions as exchanges to be managed efficiently rather than deep connections.
C. Banking online.
D. Business networking only.

34 Which of the following is an example of 'technical determinism' regarding mobile phones?

A. People use phones to reinforce existing social patterns.
B. The belief that mobile phones cause social isolation inevitably.
C. Society shapes how phones are designed.
D. Phones have no impact on society.

35 The concept of 'Gold Farming' in MMORPGs relates to:

A. Planting crops in FarmVille.
B. Players (often in developing nations) playing to acquire in-game currency to sell for real money.
C. Finding hidden levels in games.
D. Winning a championship trophy.

36 Who authored the influential book 'The Presentation of Self in Everyday Life', which is often applied to social media profile curation?

A. Erving Goffman
B. Mark Zuckerberg
C. Sherry Turkle
D. Karl Marx

37 In viral media, 'remix culture' refers to:

A. Listening to music while browsing.
B. A society that allows and encourages derivative works by combining or editing existing materials.
C. The decline of original thought.
D. Illegal piracy of software.

38 What is 'Doomscrolling'?

A. Playing the game Doom.
B. The tendency to continue surfing or scrolling through bad news, even though that news is saddening or depressing.
C. scrolling to the bottom of a webpage.
D. Deleting old apps.

39 The term 'Second Life' refers to:

A. Reincarnation beliefs online.
B. A famous virtual world where users navigate via avatars.
C. Having a secret Instagram account.
D. Backing up your hard drive.

40 Which factor most contributes to the 'virality' of content according to Jonah Berger?

A. Length of the text.
B. High physiological arousal (awe, anger, excitement).
C. Standard formatting.
D. Posting at midnight.

41 In the context of the App Generation, the 'algocratic' governance means:

A. Government by the people.
B. Governance by algorithms/code rather than human laws or discretion.
C. Rule by the wealthy.
D. No rules at all.

42 The distinction between 'public' and 'private' spaces is ____ by mobile technology.

A. Reinforced
B. Blurred
C. Eliminated
D. Reversed

43 What is 'Doxxing' in online culture?

A. Sending documents via email.
B. The malicious practice of publishing private or identifying information about a particular individual on the internet.
C. Creating a digital avatar.
D. Blocking a user.

44 Which generation is typically characterized as having never known a world without the internet?

A. Gen X
B. Boomers
C. Gen Z / iGen
D. The Silent Generation

45 The 'Echo Chamber' effect is best described as:

A. Improved audio quality in video chats.
B. A situation where beliefs are amplified or reinforced by communication and repetition inside a closed system.
C. The noise made by notifications.
D. Open debate between opposing sides.

46 In gaming, 'immersion' refers to:

A. Water-based levels.
B. The state of being deeply engaged or absorbed in the game world.
C. The cost of the game.
D. The installation process.

47 Which of these is considered a 'Third Place' in the context of digital sociology (Oldenburg)?

A. Home
B. Work
C. MMORPGs / Online Communities
D. The Commute

48 The 'democratization of content creation' generally refers to:

A. Government voting apps.
B. The ability for ordinary users to create and distribute media without traditional gatekeepers.
C. Only politicians being allowed to tweet.
D. Free internet for everyone.

49 Why do sociologists study 'memes'?

A. They are funny.
B. They serve as complex cultural artifacts that reflect shared values, anxieties, and political discourse.
C. They are easy to archive.
D. They generate ad revenue.

50 The 'Google Effect' (or Digital Amnesia) refers to:

A. The tendency to forget information that can be found readily online.
B. The dominance of Google in search.
C. The increase in IQ due to search engines.
D. Visual impairment from screens.