IME: EXAMPLE QUESTIONS
1) An important theoretical framework that we discussed regarding users’ experiences
while playing digital games was flow theory (developed in the 1960s and 1970s by
Mihaly Csíkszentmihályi).
a) Define the concept of flow, which lies at the heart of this theoretical
framework. (2 points)
b) Csíkszentmihályi identified nine characteristics of flow. Describe these nine
characteristics. (9 points)
c) The concept of flow is particularly relevant to digital games. Why is that? (3
points)
d) While playing your digital game during the semester, were you able to
experience flow? Why (not)? Describe your experiences to substantiate your
answer! (4 points)
2) Why did the first SNS not break trough yet?
3) Give and describe the 4 types of interactivity within media (Salen & Zimmerman).
4) Uses & Gratifications Theory (Sherry et al.).
a) Define the U&G Theory.
b) Give the 6 motivations to play games (defined by the U&G theory).
c) Which limitations has this theory? (2)
5) Self Determination Theory (Ryan et al.).
a) Define the SD Theory.
b) By which 3 universal needs is ‘behavior’ guided?
c) Which limitations has this theory? (4)
6) Gameflow Theory (Sweetser & Wyeth).
a) How is this theory different from the original Flow Theory from
Csikszentmihalyi?
b) Which limitations has the Gameflow Theory? (2)
7) Social Cognitive Theory (Bandura).
a) Define the SCT.
b) Link this theory to ‘digital gaming experience’ in terms of motivations for
digital game play.
c) Which 4 environmental factors & temporal contexts can explain behavior?
8) Define the Social Presence Theory.
9) Define the Media Richness Theory.
10) Define the Virtuality Continuum with all of his realities.
1
IME: EXAMPLE QUESTIONS
1) An important theoretical framework that we discussed regarding users’ experiences
while playing digital games was flow theory (developed in the 1960s and 1970s by
Mihaly Csíkszentmihályi).
a) Define the concept of flow, which lies at the heart of this theoretical
framework. (2 points)
b) Csíkszentmihályi identified nine characteristics of flow. Describe these nine
characteristics. (9 points)
c) The concept of flow is particularly relevant to digital games. Why is that? (3
points)
d) While playing your digital game during the semester, were you able to
experience flow? Why (not)? Describe your experiences to substantiate your
answer! (4 points)
2) Why did the first SNS not break trough yet?
3) Give and describe the 4 types of interactivity within media (Salen & Zimmerman).
4) Uses & Gratifications Theory (Sherry et al.).
a) Define the U&G Theory.
b) Give the 6 motivations to play games (defined by the U&G theory).
c) Which limitations has this theory? (2)
5) Self Determination Theory (Ryan et al.).
a) Define the SD Theory.
b) By which 3 universal needs is ‘behavior’ guided?
c) Which limitations has this theory? (4)
6) Gameflow Theory (Sweetser & Wyeth).
a) How is this theory different from the original Flow Theory from
Csikszentmihalyi?
b) Which limitations has the Gameflow Theory? (2)
7) Social Cognitive Theory (Bandura).
a) Define the SCT.
b) Link this theory to ‘digital gaming experience’ in terms of motivations for
digital game play.
c) Which 4 environmental factors & temporal contexts can explain behavior?
8) Define the Social Presence Theory.
9) Define the Media Richness Theory.
10) Define the Virtuality Continuum with all of his realities.
1
IME: EXAMPLE QUESTIONS