The convergence of player experience questionnaires

Alena Denisova, A. Imran Nordin, Paul Cairns

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Player experience is an important field of digital games research to understand how games influence players. A common way to directly measure players' reported experiences is through questionnaires. However, the large number of questionnaires currently in use introduces several challenges both in terms of selecting suitable measures and comparing results across studies. In this paper, we review some of the most widely known and used questionnaires and focus on the immersive experience questionnaire (IEQ), the game engagement questionnaire (GEQ), and the player experience of need satisfaction (PENS), with the aim to position each of them in relation to each other. This was done through an online survey, in which we gathered 270 responses from players about their most recent experience of a digital game. Our findings show considerable convergence between these three questionnaires and that there is room to refine them into a more widely applicable measure of general game engagement.

Original languageEnglish
Title of host publicationCHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
PublisherACM
Pages33-37
Number of pages5
ISBN (Electronic)9781450344562
DOIs
Publication statusPublished - 16 Oct 2016
Event3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 - Austin, United States
Duration: 16 Oct 201619 Oct 2016

Conference

Conference3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016
Country/TerritoryUnited States
CityAustin
Period16/10/1619/10/16

Keywords

  • Engagement
  • GEQ
  • IEQ
  • Immersion
  • PENS
  • Player experience
  • Player experience of need satisfaction
  • Questionnaires

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