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 fro...
This document contains the English version of the Game Experience Questionnaire. The development and...
This document contains the English version of the Game Experience Questionnaire. The development and...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
Player experience is an important area of research in digital games. The findings are crucial for th...
We describe and report the analysis of two widely used questionnaires to measure the player experien...
In recent years, research on the psychological aspects and assessment of video games has become more...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
This document contains the English version of the Game Experience Questionnaire. The development and...
International audienceThe present paper introduces the results of a review of the methods measuring ...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
This document contains the English version of the Game Experience Questionnaire. The development and...
This document contains the English version of the Game Experience Questionnaire. The development and...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
Player experience is an important area of research in digital games. The findings are crucial for th...
We describe and report the analysis of two widely used questionnaires to measure the player experien...
In recent years, research on the psychological aspects and assessment of video games has become more...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
This document contains the English version of the Game Experience Questionnaire. The development and...
International audienceThe present paper introduces the results of a review of the methods measuring ...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
This document contains the English version of the Game Experience Questionnaire. The development and...
This document contains the English version of the Game Experience Questionnaire. The development and...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...