The Game Experience Questionnaire

感觉 心理学 业余时间 可交付成果 会话(web分析) 社会心理学 计算机科学 应用心理学 工程类 万维网 运营管理 系统工程
作者
Wijnand A. IJsselsteijn,Y. Kort,Karolien Poels
链接
摘要

This document contains the English version of the Game Experience Questionnaire. The development and testing of the Game Experience Questionnaire is described in project Deliverable 3.3. The Game Experience Questionnaire has a modular structure and consists of : 1. The core questionnaire 2. The Social Presence Module 3. The Post-game module. In addition to these modules, a concise in-game version of the GEQ was developed. All three modules are meant to be administered immediately after the game-session has finished, in the order given above. Part one and two probe the players’ feelings and thoughts while playing the game; Part 3, the post-game module, assesses how players felt after they had stopped playing. Part 1 is the core part of the GEQ. It assesses game experience as scores on seven components: Immersion, Flow, Competence, Positive and Negative Affect, Tension, and Challenge. For a robust measure, we need five items per component. As translation of questionnaire items, no matter how carefully performed, sometimes results in suboptimal scoring patterns, we have added a spare item to all components. After the first use of the translated GEQs, scale analyses will be performed to check whether any item should be discarded or replaced. Part 2, the social presence module, investigates psychological and behavioural involvement of the player with other social entities, be they virtual (i.e., in-game characters), mediated (e.g., others playing online), or co-located. This module should only be administered when at least one of these types of co-players were involved in the game. Part 3, the post-game module, assesses how players felt after they had stopped playing. This is a relevant module for assessing naturalistic gaming (i.e., when gamers have voluntarily decided to play), but may also be relevant in experimental research. The In-game version of the GEQ is a concise version of the core questionnaire. It has an identical component structure and consists of items selected from this module. The in-game questionnaire is developed for assessing game experience at multiple intervals during a game session, or play-back session. This should facilitate the validation of continuous and real-time indicators some of the partners in the FUGA project are developing.

科研通智能强力驱动
Strongly Powered by AbleSci AI
科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
寻道图强应助芬芬采纳,获得150
刚刚
orixero应助PanLi采纳,获得10
1秒前
1秒前
安详霸完成签到,获得积分20
2秒前
Herrily发布了新的文献求助10
2秒前
搞怪的银耳汤完成签到,获得积分10
2秒前
qianyi关注了科研通微信公众号
2秒前
2秒前
lin完成签到 ,获得积分10
3秒前
能干蜜蜂发布了新的文献求助10
4秒前
TianBa123完成签到,获得积分20
4秒前
马儿饿了要吃草完成签到,获得积分10
5秒前
zhouzhou完成签到,获得积分10
5秒前
6秒前
6秒前
6秒前
Theodore发布了新的文献求助100
6秒前
152894完成签到,获得积分10
8秒前
科研通AI6.2应助椰子泡芙采纳,获得10
9秒前
久念完成签到,获得积分10
9秒前
Smith发布了新的文献求助30
9秒前
小皮发布了新的文献求助10
10秒前
jksadjiw发布了新的文献求助10
10秒前
充电宝应助zhehuai采纳,获得10
10秒前
11秒前
Lucas应助YMP采纳,获得10
11秒前
久念发布了新的文献求助10
12秒前
12秒前
寻风完成签到,获得积分10
12秒前
12秒前
小胡发布了新的文献求助10
12秒前
7777完成签到,获得积分20
13秒前
kking发布了新的文献求助10
14秒前
CodeCraft应助玉梅采纳,获得10
14秒前
英俊的铭应助guanze采纳,获得10
15秒前
15秒前
香蕉觅云应助小狗采纳,获得10
17秒前
纯真的寒凡完成签到,获得积分10
17秒前
ding应助达克赛德采纳,获得10
18秒前
PanLi发布了新的文献求助10
18秒前
高分求助中
(应助此贴封号)【重要!!请各用户(尤其是新用户)详细阅读】【科研通的精品贴汇总】 10000
Kinesiophobia : a new view of chronic pain behavior 2000
Research for Social Workers 1000
Psychology and Work Today 800
Mastering New Drug Applications: A Step-by-Step Guide (Mastering the FDA Approval Process Book 1) 800
Kinesiophobia : a new view of chronic pain behavior 600
Signals, Systems, and Signal Processing 510
热门求助领域 (近24小时)
化学 材料科学 生物 医学 工程类 计算机科学 有机化学 物理 生物化学 纳米技术 复合材料 内科学 化学工程 人工智能 催化作用 遗传学 数学 基因 量子力学 物理化学
热门帖子
关注 科研通微信公众号,转发送积分 5896344
求助须知:如何正确求助?哪些是违规求助? 6710025
关于积分的说明 15733926
捐赠科研通 5018814
什么是DOI,文献DOI怎么找? 2702703
邀请新用户注册赠送积分活动 1649487
关于科研通互助平台的介绍 1598601