Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play 2016
DOI: 10.1145/2967934.2968095
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The Convergence of Player Experience Questionnaires

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 … Show more

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Cited by 84 publications
(53 citation statements)
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References 13 publications
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“…While much of player experience research has focused on concepts such as enjoyment [38] or immersion [13], there has also been recent interest in more complex and richer forms of player experience. Marsh and Costello [37], for instance, call for more work on 'serious experience', which goes beyond purely positive engagement to consider thought-provoking experiences that linger with players well beyond the immediate experience and encourage reflection.…”
Section: Reflection and The Player Experiencementioning
confidence: 99%
“…While much of player experience research has focused on concepts such as enjoyment [38] or immersion [13], there has also been recent interest in more complex and richer forms of player experience. Marsh and Costello [37], for instance, call for more work on 'serious experience', which goes beyond purely positive engagement to consider thought-provoking experiences that linger with players well beyond the immediate experience and encourage reflection.…”
Section: Reflection and The Player Experiencementioning
confidence: 99%
“…We measured one's feeling of competence and autonomy using the Player Experience of Need Satisfaction (PENS) scales [28]. However, we did not include the control, relatedness, or immersion sub-scales, as these experiences were already covered by the IEQ [12]. All items from both questionnaires were ranked from 1 to 7 on a Likert scale.…”
Section: Methodsmentioning
confidence: 99%
“…The questionnaire measures four factors that contribute to immersion: cognitive involvement, emotional involvement, control, and real-world dissociation. The IEQ is an established questionnaire [50] that considers player control as an aspect of immersion, an aspect highly relevant to our study. Our questionnaire included a subset of 31 questions taken from the original 33-question set (questions 23 and 24 of the questionnaire were omitted because they were not relevant to the present study).…”
Section: Player Immersion-the Immersive Experiences Questionnairementioning
confidence: 99%