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 language | English |
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Title of host publication | CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play |
Publisher | ACM |
Pages | 33-37 |
Number of pages | 5 |
ISBN (Electronic) | 9781450344562 |
DOIs | |
Publication status | Published - 16 Oct 2016 |
Event | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 - Austin, United States Duration: 16 Oct 2016 → 19 Oct 2016 |
Conference
Conference | 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016 |
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Country/Territory | United States |
City | Austin |
Period | 16/10/16 → 19/10/16 |
Keywords
- Engagement
- GEQ
- IEQ
- Immersion
- PENS
- Player experience
- Player experience of need satisfaction
- Questionnaires
Profiles
Datasets
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Alena Denisova: PhD1 Questionnaires
Denisova, A. (Creator) & Cairns, P. A. (Creator), University of York, Apr 2017
DOI: 10.15124/4aa5ef86-cad5-4cd4-ac35-8390afbf490a
Dataset