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Game Experience Questionnaire (GEQ)

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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

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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
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