GEQ (Game Engagement/Experience Questionnaire): A Review of Two Papers
计算机科学
心理学
人机交互
应用心理学
作者
Kent L. Norman
出处
期刊:Interacting with Computers [Oxford University Press] 日期:2013-07-01卷期号:25 (4): 278-283被引量:65
标识
DOI:10.1093/iwc/iwt009
摘要
In recent years, research on the psychological aspects and assessment of video games has become more and more important due to their impact in entertainment and education. The development of psychometric instruments to measure different factors of a player’s engagement and skills in playing video games and to measure different factors of the game’s playability and attractiveness is essential to this research. This article reviews two papers on measuring the player’s subjective experiences playing the game by IJsselsteijn et al. (2007, Characterising and Measuring User Experiences in Digital Games. ACE Conference ’07, June 13–15, Salzburg, Austria) and the player’s level of engagement in playing games by Brockmyer et al. (2009, The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game-playing. J. Exp. Soc. Psychol., 45, 624–634). While approaching the topic with very different purposes and methodologies, both papers contribute important ideas and useful scales that should be used by researchers in the field.