Below is the list of questionnaires you can use to evaluate a range of different experiences of video game players.
Authors: Alena Denisova, Paul Cairns, Christian Guckelsberger, David Zendle
Published: 2020
Number of sub-scales: 4
Number of questions: 30
Scale measuring perceived challenge in video games. Four sub-scales (30 items) measuring four types of perceived challenge in video games: cognitive, performative, emotional, and decision-making challenge. The questionnaire is a systematic, extensive, reliable, and valid tool to measure perceived challenge in video games, having been validated with 1390 players and across different genres.
Authors: Matthew Hudson and Paul Cairns
Published: 2014
Number of sub-scales: 2
Number of questions: 39
Specifically targeted at collaborative or competitive multiplayer games. The questionnaire is designed to measure social presence between team-mates and opponents in complex multi-user games, such as team-based online FPS games, MOBAs, and so on. 39 items are scored on a 5 item Likert scale, across 2 sub-scales: cooperative and competitive social presence.
Authors: Eduardo Calvillo Gamez, Paul Cairns, Anna Cox
Published: 2010
Number of sub-scales: 10
Number of questions: 38
The CEGE are the necessary but not sufficient conditions to provide a positive experience while playing video-games. The CEGEQ was developed to measure the observable variables in order to understand the behaviour of the latent constructs. More validation is required on this questionnaire. 38 questions are answered on a 7 point Likert scale.
Authors: K. Poels, Y.A.W. de Kort, W.A. IJsselsteijn
Published: 2007
Number of sub-scales: 7
Number of questions: 33
The GEQ is a 33-item scale which is designed to measure game players’ experience across seven dimensions: Immersion, Flow, Competence, Positive and Negative Affect, Tension, and Challenge. Items in the questionnaire are presented as statements, which are rated by respondents to indicate their experience while playing the game. 5 point Likert scale.
Authors: Mikki H Phan, Jospeh R Keebler, Barbara S Chaparro
Published: 2016
Number of sub-scales: 9
Number of questions: 55
Developed in 2016, the GUESS measures 'satisfaction' under the following definition: the degree to which the player feels gratified with his or her experience while playing a video game. Satisfaction being composed of other dimensions such as immersion, fun, aesthetics, motivation, flow, engagement, immersion, presence, and flow. Participants rate up to 55 statements on a 7 point Likert scale.
Authors: Marc-André K. Lafrenière, Jérémie Verner-Filion, Robert J. Vallerand
Published: 2012
Number of sub-scales: 6
Number of questions: 18
This scale measures various aspects of motivation across 18 items and 6 subscales. It shows relationships between need satisfaction and the self-determined forms of motivation, asking "Why do you play video games?" The GAMS assesses exclusively the underlying motivations of gaming and not goal contents (i.e., what goals are pursued in gaming). Consequently, researchers need to be aware that other scales exist if their focus is on goal contents. 7 point Likert scale.
Authors: Charlene Jennet, Anna Cox, Paul Cairns, Sameera Dopharee, Andrew Ebbs, Tim Tijs, Alison Walton
Published: 2008
Number of sub-scales: 5
Number of questions: 31
This questionnaire aims to measure objectively the subjective immersiveness of an experience. Sixteen pairs of related questions were created (32 questions in total) using negative and positive wording, and rated on a 5 point scale.
Authors: Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, Kathrin Gerling
Published: 2020
Number of sub-scales: 10
Number of questions: 30
The scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two dimensions: at the functional level (i.e., dynamics) and at the psychosocial level (i.e., aesthetics). The initial results, via principal factor analysis, suggest the scale can be used accurately to evaluate player experience. Has already been used with over 500 players, a comparative dataset is available.
Authors: Scott Rigby and Richard Ryan
Published: 2007
Number of sub-scales: 5
Number of questions: 21
PENS offers model of "fun" and player satisfaction that provides both heuristic value to developers as they seek to design games to achieve specific goals, as well as analytic value in evaluating games both within and across genres. It is owned by Immersye and not freely available, but widely used. It has only recently been validated.
Authors: Christopher Power, Paul Cairns, Alena Denisova, Themis Papaioannou, Ruth Gultrom
Published: 2018
Number of sub-scales: 5
Number of questions: 24
This scale assesses how players might experience uncertainty while playing video games. Participants answer 24 questions on a 5-item scale. This opens up the opportunity to see how foundational experiences lead to the emergence of goal experiences, and how uncertainty can be reduced or increased in a game.
Authors: Witmer, B. G. and Singer, M. J.
Published: 2020
Number of sub-scales: 4
Number of questions: 30
The authors of the scale state that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Focus of the PQ is to measure presence in virtual environments and games. In addition the immersive tendencies questionnaire (ITQ) was developed to measure differences in the tendencies of individuals to experience presence.