Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the Social Presence module of the Games Experience Questionnaire to measure user experience in a multiplayer board game involving 12 participants across 3 separate sessions. Scale analysis and correlation with semistructured interviews held with the participants suggest that the instrument is reliable and valid and can thus be used for measurement and comparison of user experience across game formats. The Games Experience Questionnaire can therefore be used to scale-up board game research by diminishing reliance on interviews as well as to assist in the choice between digital and nondigital implementation of gameplay forming part of an overarching story, such as in transmedial productions.
Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus providing a common measure of user experience between board and digital games. The study involved play testing a themed board game with undergraduate computing students and alumni, measuring user experience via the Games Experience Questionnaire whilst testing for reliability and validity. Findings obtained high scores in both criteria, suggesting that the GEQ is a suitable tool to measure user experience in board games and thus a valid candidate for comparing game design across varied game media such as digital and board games.
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