The convergence of player experience questionnaires

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

Published copy (DOI)



Publication details

Title of host publicationCHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
DatePublished - 16 Oct 2016
Number of pages5
PublisherAssociation for Computing Machinery, Inc
Original languageEnglish
ISBN (Electronic)9781450344562


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.

    Research areas

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

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