GEQ (Game Engagement/Experience Questionnaire): A Review of Two Papers

Norman, Kent L.
July 2013
Interacting with Computers;Jul2013, Vol. 25 Issue 4, p278
Academic Journal
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.


Related Articles

  • GAMERS GET MOVING. Klein, Andrew // Scholastic SuperScience;Mar2009, Vol. 20 Issue 6, p12 

    The article offers information on the implication of video games to the health of a person in the U.S.

  • DIGITAL GYM.  // Scholastic SuperScience;Mar2009, Vol. 20 Issue 6, p14 

    The article offers information on the implication of video-games workouts to the health of a person in the U.S.

  • Rest, video play and obesity.  // Active Living;May2011, Vol. 20 Issue 3, p17 

    The article focuses on the study published by Jean-Phillippe Chaput and colleagues in the "American Journal of Clinical Nutrition" in the April 13, 2011 issue regarding the effect of video games to weight gain.

  • Video games linked to aggressive behavior in kids.  // Moderate Voice;3/27/2014, p12 

    The article discusses a research published in JAMA Pediatrics, a journal of the American Medical Association, based on more than 3,000 school children in Singapore Video games, which found that youths who play video games behave in aggressive ways.

  • Teen Diagnoses 'PlayStation Thumb'  // Current Science;9/23/2005, Vol. 91 Issue 2, p13 

    Cites a study undertaken by Safura Abdool Karim, a 13 year old student, in which she found the occurrence of disorders in children who play videogames.

  • Gaming the System. Park, Alice // Time International (South Pacific Edition);3/21/2011, Vol. 177 Issue 11, p20 

    The article looks at exergames, which are video games that require the player to engage in physical activity, and how they could be a way to promote exercise and a healthy lifestyle to prevent obesity in children.

  • CRAVING CRUSHER.  // Shape;Jul/Aug2014, Vol. 33 Issue 10, p154 

    The article states that recent study from Plymouth University, Great Britain reported that playing video games can reduce food cravings by 24%.

  • Neuropsychology: The joystick years. Lewis, Sian // Nature Reviews Neuroscience;Oct2013, Vol. 14 Issue 10, p671 

    The article discusses research being done on the correlation between the volume of gray matter and the number of years spent in playing video games which references the study on the association of entorhinal volume in video gaming in the 2013 issue.

  • La fuerza del vínculo entre los videojuegos y el aprendizaje. Reig, Dolors // Cuadernos de Pedagogía;may2015, Issue 456, p11 

    No abstract available.


Read the Article


Sorry, but this item is not currently available from your library.

Try another library?
Sign out of this library

Other Topics