Video games continue to grown in popularity and presently account for annual revenues in the billions of dollars.Although the technologies underlying a modern video game are well understood, the characteristics of a game that make it a success are not. The Engagement Questionnaire (EQ) is introduced in an attempt to capture those dimensions that are thought to influence the degree to which a user becomes engaged while playing a video game. Our goal was to develop a metric that could be applied to a broad range of video game genres (e.g., action, adventure, strategy, sports) and video game users (e.g., expert/novice, male/female, young/old). Factor analyses of data representing 243 participants suggested the existence of five stable factors among 46 questionnaire items. These dimensions were labeled Interest, Authenticity, Curiosity, Involvement and Fidelity. Though further empirical testing is necessary, we expect that the questionnaire will prove to be a useful tool for the appraisal of video games, as well as for the identification of critical differences between those who play them.
This article describes the development and psychometric evaluation of the Emotional Metric Outcomes (EMO) questionnaire-a new questionnaire designed to assess the emotional outcomes of interaction, especially the interaction of customers with service-provider personnel or software. The EMO is a concise multifactor standardized questionnaire that provides an assessment of transaction-driven personal and relationship emotional outcomes, both positive and negative. The primary purpose of the EMO is to move beyond traditional assessment of satisfaction to achieve a more effective measurement of customers' emotional responses to products and processes. Psychometric evaluation showed that the EMO and its component scales had high reliability and concurrent validity with loyalty and overall experience metrics in a variety of measurement contexts. Concurrent measurement with the System Usability Scale (SUS) indicated that reported significant correlation of the SUS with likelihood-to-recommend ratings are probably primarily due to emotional rather than utilitarian aspects of the SUS.
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