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The Convergence of Player Experience Questionnaires

Denisova, A., Nordin, A. I. & Cairns, P. (2016). The Convergence of Player Experience Questionnaires. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. (pp. 33-37). New York: ACM. ISBN 978-1-4503-4456-2 doi: 10.1145/2967934.2968095


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 from players about their most recent experience of a digital game. Our findings show considerable convergence between these three questionnaires and that there is room to refine them into a more widely applicable measure of general game engagement.

Publication Type: Conference or Workshop Item (Paper)
Additional Information: © {Denisova, A., Nordin, A. I., & Cairns, P.| ACM} {2016}. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play,
Publisher Keywords: Player experience; immersion; engagement; player experience of need satisfaction; questionnaires; PENS; IEQ; GEQ.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Departments: School of Science & Technology > Computer Science
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