Game Experience Questionnaire (GEQ)¶
Product or Programme · All products and programmes
Evidence · 2 claims (2 for) · 1 study (1 design),q2· 1 of 1 report an effect size · 2 claims rest on one study
Description¶
The Game Experience Questionnaire is a self-report instrument developed to measure multidimensional experiences of gameplay, including flow, immersion, competence, challenge, affect, and tension, and can be adapted for educational-game evaluation.
Components¶
- Poels et al.'s multidimensional game experience framework, extended with a positive value dimension: The study models students' gaming experience using Poels et al.'s (2007) framework of core game experience dimensions, extended with a positive value dimension measuring students' belief that the game helps them. The article states the framework consists "of seven dimensions of game experience as (a) flow, (b) (sensory and imaginative) immersion, (c) competence, (d) challenge, (e) positive affect, (f) negative affect, and (g) tension". The Game Experience Questionnaire operationalizes these plus positive values in eight subscales used to compare NNG versions. (Phuong Bui et al. (2020))
Claims¶
- Usability and interface improvements in NNG 2 significantly improved students' game experiences compared with NNG 1 in all dimensions except Competence [+M]
- NNG 3's added reward system, level arrangement and Help page did not improve fourth graders' game experiences over NNG 2, and Flow decreased [+M]
Related Products and Programmes¶
-
Key Sources¶
- Phuong Bui, Gabriela Rodríguez-Aflecht, Boglárka Brezovszky, Minna M. Hannula-Sormunen, Samuli Laato, Erno Lehtinen. (2020). Understanding students' game experiences throughout the developmental process of the number navigation game. Education Tech Research Dev. https://doi.org/10.1007/s11423-020-09755-8
Page metadata
| Field | Value |
|---|---|
type |
product |
id |
game-experience-questionnaire-geq |
title |
Game Experience Questionnaire (GEQ) |
description |
The Game Experience Questionnaire is a self-report instrument developed to measure multidimensional experiences of gameplay, including flow, immersion, competence, challenge, affect, and tension, and can be adapted for educational-game evaluation. |
status |
review |
product_kind |
assessment |
generated |
by process:settle-candidates on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
Frontmatter is the page's machine-readable record — see the Schema & Guide.