Eduqas A-Level Media Studies A680QS
Media Language
Media Representations
Media Industries
Media Audiences
Contexts of Media
Newspapers
Advertising and Marketing
Music Video
Radio
Video Games
Film Industries and Marketing
Television in the Global Age
Magazines: Mainstream and Alternative
Media in the Online Age
Video Games
Games, society and contemporary debate
- 3 things to know
- Component 1
Overview
Gamification of non-game activities, one benefit and one criticism of gamification and problem gaming.
What you need to know
Answer each one before you reveal it.
What is meant by the gamification of non-game activities?
State one benefit and one criticism of gamification.
Questions from this subtopic
Each one with the model answer underneath.
- 1
How large is the games industry relative to other media industries?
Model answer
Global games revenue exceeds that of the film and recorded music industries combined. The scale is frequently underestimated in public discussion.
- 2
What is meant by the gamification of non-game activities?
Model answer
Gamification applies game mechanics such as points, levels and streaks to other activities. Fitness apps and language learning are common examples.
- 3
State one benefit and one criticism of gamification.
Model answer
Gamification can sustain motivation for tasks people would otherwise abandon. Critics argue that it manipulates behaviour and replaces genuine interest with reward-seeking.
- 4
What is problem gaming, and how is it defined clinically?
Model answer
Problem gaming is play that displaces other activities and continues despite harm. The World Health Organization recognised gaming disorder in the eleventh revision of its classification.
- 5
Why is the diagnosis of gaming disorder contested?
Model answer
Some researchers argue the evidence base is thin and that heavy play often accompanies other difficulties rather than causing them. Others hold that a recognised diagnosis directs help to those who need it.
- 6
What concerns arise about children and in-game spending?
Model answer
Randomised rewards and purchases inside a game aimed at children raise consumer protection and gambling concerns. Regulators in several countries have investigated.
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