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The Convergence of Player Experience Questionnaires

Published: 15 October 2016 Publication History

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.

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    cover image ACM Conferences
    CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
    October 2016
    424 pages
    ISBN:9781450344562
    DOI:10.1145/2967934
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 15 October 2016

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    Author Tags

    1. engagement
    2. geq
    3. ieq
    4. immersion
    5. pens
    6. player experience
    7. player experience of need satisfaction
    8. questionnaires

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