Systematic review and validation of the game experience questionnaire (geq)-implications for citation and reporting practice

ELC Law, F Brühlmann, ED Mekler - … of the 2018 Annual Symposium on …, 2018 - dl.acm.org
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …

Playability and player experience in digital games for elderly: A systematic literature review

A Rienzo, C Cubillos - Sensors, 2020 - mdpi.com
A higher number of people increasingly uses digital games. This growing interest in games,
with different objectives, justifies the investigation of some aspects and concepts involved …

The gamification user types hexad scale

GF Tondello, RR Wehbe, L Diamond, M Busch… - Proceedings of the …, 2016 - dl.acm.org
Several studies have indicated the need for personalizing gamified systems to users'
personalities. However, mapping user personality onto design elements is difficult. Hexad is …

Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)

D Johnson, MJ Gardner, R Perry - International Journal of Human …, 2018 - Elsevier
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and developing engaging videogames, and …

e-Sports: Playing just for fun or playing to satisfy life goals?

M Martončik - Computers in human behavior, 2015 - Elsevier
Purpose e-Sports is an area of the game scene, in which computer game players specialize
in a specific game, form game teams (clans), compete together in tournaments and meet at …

Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs

RN Landers, GF Tondello, DL Kappen… - International Journal of …, 2019 - Elsevier
Abstract Background and Aim Gamefulness is commonly cited as the primary goal of
gamification, a family of approaches employed in education, business, healthcare …

All about that base: differing player experiences in video game genres and the unique case of moba games

D Johnson, LE Nacke, P Wyeth - Proceedings of the 33rd Annual ACM …, 2015 - dl.acm.org
Video games provide unique interactive player experiences (PX) often categorised into
different genres. Prior research has looked at different game genres, but rarely through a PX …

Motivations for videogame play: Predictors of time spent playing

D Johnson, J Gardner, P Sweetser - Computers in Human Behavior, 2016 - Elsevier
The aim of the current research was to identify factors that are associated with the amount of
time people play videogames. The current study extends previous research by exploring this …

The relationship between flow and music performance anxiety amongst professional classical orchestral musicians

S Cohen, E Bodner - Psychology of Music, 2019 - journals.sagepub.com
Research investigating methods of facilitating classical music performance has tended to
focus on treating the debilitating effects of Music Performance Anxiety (MPA). It has been …

Impact of HEXACO personality factors on consumer video game engagement: a study on eSports

AZ Abbasi, S Nisar, U Rehman, DH Ting - Frontiers in psychology, 2020 - frontiersin.org
This article aims to uncover novel insights into personality factors and consumer video game
engagement modeling. This research empirically validates the role of specific HEXACO …