1Which 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
Correct Answer: danah boyd
Explanation:danah boyd coined the term 'networked publics' to describe the space constructed through networked technologies and the imagined community that emerges as a result.
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2According 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
Correct Answer: Digital Natives
Explanation:Prensky distinguished between Digital Natives, who grew up with the technology, and Digital Immigrants, who adopted it later in life.
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3In 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.
Correct Answer: The flattening of multiple distinct audiences into a single context.
Explanation:Context collapse occurs when social media users must address different audiences (friends, family, employers) simultaneously, making self-presentation difficult.
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4Sonia Livingstone’s research on children and the internet emphasizes that increased opportunity often comes with increased:
A.Surveillance
B.Risk
C.Isolation
D.Intelligence
Correct Answer: Risk
Explanation:Livingstone argues that risk is an inherent part of the opportunity to learn and explore online, and that not all risk leads to actual harm.
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5Which 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
Correct Answer: The Online Disinhibition Effect
Explanation:John Suler defined the Online Disinhibition Effect as the loosening of social restrictions and inhibitions that are normally present in face-to-face interactions.
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6Sherry 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.
Correct Answer: The expectation of more from technology and less from each other.
Explanation:Turkle argues that while we are constantly connected (together), we are emotionally distant (alone), preferring the control of texts to the messiness of face-to-face intimacy.
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7The 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.
Correct Answer: Being physically present but mentally disengaged due to interaction with a mobile device.
Explanation:Gergen coined 'absent presence' to describe situations where a person is physically located in one space but their attention is socially located elsewhere via technology.
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8According 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.
Correct Answer: The nuanced management of social interactions and logistics in real-time via mobile phones.
Explanation:Micro-coordination allows for the fluid planning of social life, where times and locations can be adjusted on the fly, rather than fixed in advance.
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9What 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.
Correct Answer: Snubbing someone in a social setting by looking at your phone instead of paying attention.
Explanation:Phubbing is a portmanteau of 'phone' and 'snubbing,' describing the act of ignoring a companion in favor of a mobile device.
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10In 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.
Correct Answer: Looking to apps for answers to all questions and avoiding risk or ambiguity.
Explanation:App-dependence refers to a reliance on apps that limits independent thinking and encourages a desire for immediate, pre-packaged answers.
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11Conversely, 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.
Correct Answer: Using apps as a starting point for creativity and self-expression.
Explanation:Being App-enabled means using the technology to open up new possibilities and capabilities rather than being restricted by the software's design.
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12A 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.
Correct Answer: They view identity as a 'packaged' brand to be curated and polished.
Explanation:The theory suggests that apps encourage youth to present a polished, risk-free, and 'packaged' version of themselves, akin to a brand.
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13Which 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
Correct Answer: Henry Jenkins
Explanation:Henry Jenkins argues that 'spreadability' (how content travels through social networks) is a more accurate metric for the current era than 'stickiness' (holding attention on a central site).
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14According 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.
Correct Answer: A group of digital items sharing common characteristics, created with awareness of each other, and circulated/imitated by many users.
Explanation:Shifman emphasizes that a meme is not a single item, but a collection of texts that are imitated, remixed, and circulated rapidly.
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15The 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.
Correct Answer: A form of social anxiety characterized by a desire to stay continually connected with what others are doing.
Explanation:FOMO drives social media engagement, as users feel compelled to check feeds to ensure they are not excluded from rewarding experiences others are having.
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16Which 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
Correct Answer: Slacktivism
Explanation:Slacktivism (slacker + activism) refers to low-effort online support that makes the user feel good but often has little real-world political impact.
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17In 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.
Correct Answer: The boundary separating the game world, where special rules apply, from the real world.
Explanation:The Magic Circle is a conceptual space where the rules of ordinary life are suspended and replaced by the artificial rules of the game.
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18What 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.
Correct Answer: Games as systems of rules and mechanics.
Explanation:Ludology focuses on the mechanics, rules, and gameplay (the 'ludic' elements) rather than the story or narrative (Narratology).
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19The 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.
Correct Answer: Harassment, sexism, and exclusionary attitudes toward women and minorities.
Explanation:Gamergate was a harassment campaign that brought attention to the toxicity, sexism, and gatekeeping present within segments of the gaming community.
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20In 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.
Correct Answer: The psychological feeling of being constantly tied to one's social network and parents via the mobile device.
Explanation:Sociologically, tethering refers to the constant connection that binds youth to their parents or peers, reducing autonomy while increasing security.
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21Which term describes the integration of game mechanics (points, leaderboards) into non-game contexts to motivate participation?
A.Ludification
B.Gamification
C.Simulation
D.Virtualization
Correct Answer: Gamification
Explanation:Gamification is the application of game-design elements and game principles in non-game contexts (like education or fitness apps) to improve engagement.
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22What 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.
Correct Answer: A digital representation of a user within a virtual environment.
Explanation:An avatar is the user's manifestation in the digital world, allowing for identity experimentation and social interaction within games or virtual worlds.
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23The 'quantified self' movement is closely linked to which technological trend?
A.MMORPGs
B.Wearable technology and health apps.
C.Viral marketing.
D.Console gaming.
Correct Answer: Wearable technology and health apps.
Explanation:The quantified self involves using technology (like Fitbits or Apple Watches) to track data about one's daily life and health to achieve self-improvement.
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24In 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.
Correct Answer: Audiences are not just consumers but also contributors and producers of content.
Explanation:Participatory culture creates a dynamic where the lines between producer and consumer are blurred, and users actively shape media circulation.
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25Which 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.
Correct Answer: The person, rather than the household or group, is the primary unit of connectivity.
Explanation:Networked individualism (Wellman/Rainie) suggests that people function as connected individuals moving between different loose networks rather than being embedded in a single tight group.
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26The '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.
Correct Answer: Users claim to care about privacy but often freely disclose personal information online.
Explanation:The paradox highlights the discrepancy between users' stated attitudes (valuing privacy) and their actual behaviors (sharing data for convenience or social connection).
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27What 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.
Correct Answer: The act of players altering the game's code or assets to create new content.
Explanation:Modding is a form of participatory culture where users modify existing games, sometimes creating entirely new genres (e.g., Counter-Strike creating from Half-Life).
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28The '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.
Correct Answer: A set of rules used by platforms to prioritize and filter content presented to users.
Explanation:Algorithms determine what users see based on engagement metrics, significantly shaping social experience and the spread of viral media.
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29According 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.
Correct Answer: Replacing physical exertion with cognitive and fine-motor skill mastery.
Explanation:Taylor argues that e-sports professionalize gaming, creating a legitimate sporting culture based on skill, training, and spectatorship, despite the lack of heavy physical exertion.
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30Which 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
Correct Answer: The Always-On Culture
Explanation:Mobile devices allow work emails and demands to intrude into personal time, creating an 'always-on' expectation where the spheres of work and home collapse.
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31The '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.
Correct Answer: Media-rich personal spaces where youth socialize with the outside world from within their room.
Explanation:Originally coined to describe girls' socialization, modern bedroom culture involves youth using the privacy of their rooms to connect globally via the internet.
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32What 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.
Correct Answer: A state of intellectual isolation resulting from algorithms serving users only content they agree with.
Explanation:Eli Pariser coined the term to describe how personalized search and feed algorithms insulate users from opposing viewpoints.
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33In 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.
Correct Answer: Viewing social interactions as exchanges to be managed efficiently rather than deep connections.
Explanation:The logic of apps—efficiency and clearly defined outcomes—can bleed into social life, making relationships feel more transactional and less messy.
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34Which 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.
Correct Answer: The belief that mobile phones cause social isolation inevitably.
Explanation:Technological determinism is the reductionist theory that technology drives the development of its social structure and cultural values.
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35The 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.
Correct Answer: Players (often in developing nations) playing to acquire in-game currency to sell for real money.
Explanation:Gold farming highlights the intersection of virtual economies and real-world labor/economics.
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36Who 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
Correct Answer: Erving Goffman
Explanation:Goffman's dramaturgical analysis (front stage vs. back stage) is foundational for understanding how people curate identities online.
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37In 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.
Correct Answer: A society that allows and encourages derivative works by combining or editing existing materials.
Explanation:Remix culture thrives on the internet, where tools allow users to easily alter and recombine cultural artifacts (memes, videos) to create new meaning.
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38What 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.
Correct Answer: The tendency to continue surfing or scrolling through bad news, even though that news is saddening or depressing.
Explanation:Doomscrolling is a specific compulsive behavior associated with mobile technology and the anxiety of the modern news cycle.
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39The 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.
Correct Answer: A famous virtual world where users navigate via avatars.
Explanation:Second Life was a pioneering virtual world that allowed for complex economy, socialization, and identity construction, studied extensively by sociologists.
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40Which factor most contributes to the 'virality' of content according to Jonah Berger?
Correct Answer: High physiological arousal (awe, anger, excitement).
Explanation:Berger finds that content that evokes high-arousal emotions (positive or negative) is much more likely to be shared than low-arousal content (sadness, contentment).
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41In 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.
Correct Answer: Governance by algorithms/code rather than human laws or discretion.
Explanation:This refers to how apps and platforms regulate behavior through code (what is possible to do) rather than just policy.
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42The distinction between 'public' and 'private' spaces is ____ by mobile technology.
A.Reinforced
B.Blurred
C.Eliminated
D.Reversed
Correct Answer: Blurred
Explanation:Mobile technology brings private conversations into public spaces and public work demands into private homes, blurring the traditional separation.
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43What 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.
Correct Answer: The malicious practice of publishing private or identifying information about a particular individual on the internet.
Explanation:Doxxing is a form of online harassment and vigilantism that removes the anonymity of the victim, exposing them to real-world risk.
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44Which 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
Correct Answer: Gen Z / iGen
Explanation:Gen Z (sometimes called iGen or the App Generation) is the first true cohort of digital natives who have grown up entirely in the internet era.
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45The '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.
Correct Answer: A situation where beliefs are amplified or reinforced by communication and repetition inside a closed system.
Explanation:Echo chambers occur when users surround themselves only with like-minded people, insulating them from rebuttal.
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46In 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.
Correct Answer: The state of being deeply engaged or absorbed in the game world.
Explanation:Immersion is the psychological state where the player feels 'inside' the game, often losing track of time and the real world.
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47Which 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
Correct Answer: MMORPGs / Online Communities
Explanation:Oldenburg defined Third Places as neutral grounds for community (like cafes). Online games often function as virtual Third Places for socialization.
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48The '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.
Correct Answer: The ability for ordinary users to create and distribute media without traditional gatekeepers.
Explanation:Tools like smartphones and social media lower the barrier to entry, allowing anyone to publish content, bypassing traditional media editors.
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49Why 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.
Correct Answer: They serve as complex cultural artifacts that reflect shared values, anxieties, and political discourse.
Explanation:Memes are not just jokes; they are vehicles for cultural transmission and political expression.
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50The '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.
Correct Answer: The tendency to forget information that can be found readily online.
Explanation:Studies suggest that when people know information is easily accessible online, they are less likely to commit it to memory.
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