Chapter 7: Disciplining the Industry's Actor Network Quiz
Disciplining the Industry's Actor Network Quiz
Welcome to the "Disciplining the Industry's Actor Network Quiz"! This quiz is designed to test your understanding of the intricate relationship between technology, society, and the video game industry as explored in Chapter 7 of our study material.
Prepare to challenge your knowledge with questions that cover:
- Technological impact on society
- Production authority in gaming
- Copyright and patent implications
- The evolution of independent game development
What argument does the essay “Technology is Society Made Durable” claim?
Technology is slowly taking over the globe through improvements
Technology gradually adapts/changes over time
Technology is supposed to be a reflection of how society should operate
Technology and society are intimately connected, but how does technology “impact” society?
Technology sets trends in society through advertising
Technology holds a sense of “Domination” over society. When technology peaks, society also peaks
Technology does not “impact” society, rather it is constituted in ways that are socially situated
In what context is Latour referring to when he talks about “dominations”?
Complete control of data/encoding for software
Player self-confidence of mastering a particular video game
Solid organization of power with regard to tech
Why is production authority important regarding consoles?
Command of the caliber of games
Command of the store of games
Amplify the expenses related to vending the console
All of these
Who does production control protect in game development?
Independent developers
Gaming consoles manufacturers
Programmers
The game industry has been described as a walled garden for having tight control over production, why is it problematic?
Low-quality games can still make their way onto consoles and high-quality games might be blocked from entry
Their tight control on the production of games will soon burst and there will be an overflow of games.
There isn’t enough space in the market for lower end games so they needed to control their production
High-quality games do not want to work with a tight-leashed industry.
Regarding the process of porting games onto consoles, who is impacted the most?
Developers
Manufacturers
Publishers
Why did the US agency ICE, in tandem with game companies, execute search warrants in 16 states for piracy equipment?
Because they had found evidence that piracy had been carried out
Because even the risk of possible illegal activity warranted it
Yes I know this one is pretty easy to deduce but I think it’s important that this idea is reinforced, that they launched the raids preemptively
What is the biggest obstacle to the expansion of the video game industry?
Lack of creativity in AAA as well as indie games
The requirement to make a profit at a large scale due to budget
Copyright/patents threatening creators through litigations
Why would it be considered risky to name a restaurant in your game, “Dim Sum” according to the Activision legal team? Q: Why would it be considered risky to name a restaurant in your game, “Dim Sum” according to the Activision legal team?
Because restaurants named “Dim Sum” exist on Google, and they may copyright claim the game for using their name
There is no risk in using a generic name like “Dim Sum” and would easily be allowed in any game
Using Chinese food as a name for a restaurant in their game can be seen as cultural appropriation
How do console manufacturers control production and distribution?
Copyright Laws
Patent Laws
Both Copyright and Patent Laws
Which of these is not a reason discussed in the book regarding why there was a need for a homebrew network for consoles such as the Nintendo Wii?
Large teams were required to work with what Nintendo gave you to develop games for their console
The license to develop for Nintendo is costly
There were no other legitimate means of developing for Nintendo consoles that were feasible
Homebrew networks allowed developers to monetize their creations
Is copyright litigation or patent litigation more common?
Patent, because filing a patent is easier than registering for a copyright
Patent, because it protects other companies from using their methods techniques, or technologies
Copyright, because copyright covers more scenarios and can be used to shut down unauthorized production
Copyright, because patents can’t be used to sue other companies
Liksang was a website that helped support many companies by offering DevKits, even selling products to high-ranking Sony officers. Why was it taken down?
It sold pirated material for cheap to China and Europe and nearly crashed Sony’s hold in those countries
Sony believed that selling pc adapters for console controllers further loosens the grip they have on their product
They claimed to be backed by Sony themselves and used their name brand for their products
What changed in technology that made homebrew networks harder to access?
Companies can apply patches online, which allows them to change the software with more ease and disable access to such networks
Companies found a way to hard lock unauthorized software from their consoles by changing things in the hardware.
Homebrew networks were never made more difficult to access, instead, better alternatives were offered by most companies
Which of the following are not reasons the current copyright and patent system inhibit the freedom of developers?
Repealing copyright can be costly and most times, companies that have been copyright-claimed go along with the demands of the company that claimed them. This especially applies to smaller companies that lack the capital to repeal
Companies use state law to confiscate and punish those who try to produce products for their software without their licensing under the impression that they are trying to perform illegal activities
The current copyright and patent system does not protect companies from getting important coding techniques and development tools from being stolen by other companies
Patents and NDA inhibit collaboration between other companies when it would be beneficial, which makes certain menial tasks, such as port a game to a console, difficult and time-consuming
What is the point of homebrew?
To allow smaller programmers who want to develop something to have the chance to do so
For smaller developers and teams to undermine larger companies
So hobbyists can deconstruct the console and try to make their own console
The author calls the game industry a “formidable castle” and chooses to go against it for analytic and personal reasons. What is his personal reason?
There was not one, he is purely doing this for his own gain and benefit.
He hopes that people that believe videogames can be an art form, can encourage game developers to seek change to their practices, creating a better community.
He claims that if the industry doesn’t adapt to the changing relationship between the users and producers, it will soon backfire.
He wishes that the industries and individuals will make better games because our technology has advanced enough to reach greater gameplay.
Q: The author believes that game development will only become sustainable and extend with new opportunities when game creativity will no longer follow the demands of the current game industry.
True
False
What is the relationship outcome between the game industries and its players in this boss fight?
In most cases, the players and the industries both end up defecting, both losing rather than cooperating with one another.
The players end up winning the battle and gain the ability to influence and change the game industries significantly.
The game industries end up winning the battle resulting in a continued consolidation of risk-averse companies, constricting their game developers.
All are the reasons the independent game development “scene” has come along now as opposed to earlier, except:
The cost of the tools and resources for making small innovations has come down
Better marketing techniques in the earlier development days than we have now
People who grew up on games take interest in making their own
Better avenues for distributing independent content for a mass market
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