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  • Zorro Roronoa

  • 問題数 45 • 9/10/2024

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    問題一覧

  • 1

    are stand-alone game systems found in public venues—such as malls and amusement parks. Most games are played standing up—with player controls consisting of buttons, joysticks, or a combination.

    arcade games

  • 2

    are usually played in the home, hooked up to a television set. The console platform is proprietary—which means that hardware manufacturers such as Sony, Microsoft, and Nintendo have control over what software is developed for their respective platforms.

    console

  • 3

    are played on desktop computers and laptops. The computer platform adds complexity to the development process due to non-standard setups and a variety of systems.

    computer

  • 4

    are played on a computer platform or through a console system connected to the Internet. The largest online games involve thousands of simultaneous players, which sometimes requires that the information for the game be stored on several servers.

    online

  • 5

    is a lightweight, portable game console with a built-in screen, game controls, and speakers. The small size of handheld devices makes it convenient for them to be taken with the player almost anywhere

    handheld

  • 6

    are games designed for mobile devices, such as smartphones, tablets, and portable media players. Mobile devices have a wide range of connectivity features allowing wireless multiplayer games.

    mobile

  • 7

    are played on top of tables. These include board, card, and dice games, and even pen-and-paper games such as Dungeons and Dragons, where the game pieces literally consist of pens and paper.

    tabletop

  • 8

    are time-dependent elements that affect the pacing of the game. This pacing affects whether the game is played reflexively or reflectively.

    timeintervals

  • 9

    allow each player, whether artificially generated or human, to take a turn. Usually, the time allotted for each turn is unlimited.

    turn based

  • 10

    In this case, there is no time interval between turns. In fact, there are no turns at all.

    real time

  • 11

    is a compromise between turn- based and real-time games.

    time limited

  • 12

    Only one person can play a single-player game. Any additional players (usually opponents) in the game are known as artificial intelligence (AI) characters or non-player characters (NPCs).

    single player

  • 13

    _______(also known as head-to-head game), _______ players play against each other or team up to fight a common enemy. Early in the industry, players took turns playing against the game itself. Each player’s experience of playing the game was identical to what it would have been in single-player mode.

    two players

  • 14

    In local multiplayer mode, all players sit in the same space and play the game on the same machine—sharing the same screen using separate input devices or controllers.

    local multiplayer

  • 15

    allow players to share the game on a local area network without sharing the screen or input device. With LAN-based games, it became possible to combine the networking capabilities of online mainframe games with personal computers that could be placed in one local area.

    lan based games

  • 16

    players connect their devices to the Internet and share the game

    online multiplayer

  • 17

    persists 24 hours per day and maintain a subscription-based revenue model in which players pay a monthly fee to continue playing it.

    mmorpg

  • 18

    Many games were developed purely to entertain the players, and many people play games to escape from the stresses of daily life or to relieve boredom.

    entertainment

  • 19

    more than one person is playing a game, the players might be motivated to interact socially with their opponents or team members.

    social

  • 20

    Games are developed to teach while they entertain. This feature in-game knowledge acquisition—where knowledge of certain topics (such as geography, math, and reading) is taught or accessed within the game itself.

    educational

  • 21

    Games have also been used by the military, government, and even for-profit corporations for recruitment and training purposes.

    recruitment or training

  • 22

    Games created for health and fitness include those used for psychological therapy, physical rehabilitation, and even exergames—a subcategory specifically related to fitness

    health and fitness

  • 23

    Games created for social consciousness and change (sometimes termed “games for change"

    consiousness and change

  • 24

    Some games are created to elicit creative expression or aesthetic appreciation from players or are developed to express or share artistic ideas.

    aesthetics and creativity

  • 25

    Some games are created to market a product or service to consumers. Advergames are specifically designed as advertising tools and used as an alternative to other web-based advertising,

    marketing and advertisin

  • 26

    The goal of most action games involves quickly destroying your enemies while avoiding being destroyed yourself

    Action

  • 27

    The goal of most action games involves quickly destroying your enemies while avoiding being destroyed yourself

    platformer

  • 28

    The shooter action sub-genre focuses on combat between a player and the other characters in the game world— usually in the form of shooting with guns and other weapons controlled by the character’s hands

    shooters

  • 29

    the player has a first- person perspective and cannot see his or her character onscreen. The player can see the character’s weapons, as well as the other characters in the game.

    first person shooter

  • 30

    Allow players to see their characters, along with the rest of the game world.

    third person shooter

  • 31

    The racing action sub-genre also uses a first-person or third-person perspective. The standard scenario involves the player’s vehicle (usually a racecar) racing one or more opponents on a variety of roads or terrains. The player attempts to make the vehicle move as quickly as possible without losing control of it.

    racing

  • 32

    Many fighting games are two-person games in which each player controls a figure on screen and uses a combination of moves to attack the opponent and to defend against the opponent’s attacks. These games are often viewed from a side perspective, and each session lasts only an average of 90 seconds.

    fighting

  • 33

    are all about unraveling stories, exploring worlds, collecting, navigating mazes, decoding messages, and solving puzzles. Unlike action games, adventure games are usually turn-based—allowing the player to have time for reflective thoughts.

    adventure

  • 34

    genre is the only hybrid genre that has distinguished itself as an accepted genre. The action component allows for quick, reflexive movements as the character dodges and hunts down enemies—while the adventure component adds conceptual puzzles and story elements to the game.

    action adventure

  • 35

    Gambling has been shown to be addictive, and some game developers are considering incorporating gambling into moresophisticated electronic games.

    casino

  • 36

    elements appear in many game genres, a pure puzzle game focuses on the player solving a puzzle or series of puzzles without controlling a character

    puzzle

  • 37

    Like adventure games, RPGs are characterized by containing strong storylines—but RPGs also contain player-characters that improve throughout the course of the game.

    role playing games

  • 38

    (Sometimes referred to as sims) attempt to replicate systems, machines, and experiences using real-world rules. Types of simulation games include vehicle, participatory, and process sims.

    Simulations

  • 39

    The player usually operates complicated machinery (often vehicles such as jet fighters, ships, or tanks). In addition to being developed for entertainment purposes, adaptations of these simulators have been used widely by the military for training and recruiting purposes.

    vechicle simulation

  • 40

    Engages the player to experience the simulation as a participant within it.

    sports and participatory sim

  • 41

    Process simulations involve real-world systems or processes.

    process simulation

  • 42

    games have their origin in classic board games such as chess, where players are required to manage a limited set of resources to achieve a particular goal.

    Strategy

  • 43

    In ___ games, resource management involves discrete decisions such as what types of resources to create, when to deploy them, and how to use them to the best advantage.

    turn based games

  • 44

    These games incorporate a real-time interval. RTS players are under such constant time pressure that they do not have the opportunity to truly ponder a move. Common issues in RTS games is micromanagement—the process of rapidly balancing sets of resources (troops) containing several features.

    real time

  • 45

    These games enable hundreds or thousands of players to interact in a game world simultaneously they are connected to via the Internet. There are several variations in the ___genre, and these are massively multiplayer online role-playing games (MMORPG), massively multiplayer first-person shooters (MMOFPSs), and massively multiplayer real-time strategy games (MMORTSs). One common issue in MMO is the player’s misbehavior.

    MMO