Unit 6: Media and Social Shaping - Practice Quiz

SOC371 — Sociology Of Media 50 Questions
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1 Which sociologist is most closely associated with the concept of 'networked publics' regarding how youth navigate social media?

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

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. Networked Individuals
C. App Generation
D. Digital Natives

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 psychological breakdown caused by cyberbullying.
D. The decline of traditional social values due to online anonymity.

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

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

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

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

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

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

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

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

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

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

9 What is 'phubbing'?

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

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

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

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

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

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

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

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

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

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

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

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

A. A form of social anxiety characterized by a desire to stay continually connected with what others are doing.
B. The fear of losing internet connectivity during a storm.
C. A clinical anxiety disorder unrelated to technology.
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. Micro-coordination
B. Slacktivism
C. Hacktivism
D. Activism

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

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

18 What is 'Ludology' the study of?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A. The person, rather than the household or group, is the primary unit of connectivity.
B. People interact mostly within tightly knit, geographically bound groups.
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. Privacy settings are impossible to understand.
C. Users claim to care about privacy but often freely disclose personal information online.
D. Governments protect privacy better than corporations.

27 What is 'Modding' in gamer culture?

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

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

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

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

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

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

32 What is the 'Filter Bubble'?

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

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

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

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

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

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

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

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

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

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

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

38 What is 'Doomscrolling'?

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

39 The term 'Second Life' refers to:

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

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

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

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

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

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

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

43 What is 'Doxxing' in online culture?

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

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

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

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

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

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

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

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

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