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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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4 Assess<strong>in</strong>g the Core Elements of the Gam<strong>in</strong>g <strong>Experience</strong> 65<br />

4.5.2 A Questionnaire for the Gam<strong>in</strong>g <strong>Experience</strong><br />

The CEGE Questionnaire (CEGEQ) was developed to measure the observable variables<br />

<strong>in</strong> order to underst<strong>and</strong> the behaviour of the latent constructs. The questionnaire<br />

was developed us<strong>in</strong>g an iterative process follow<strong>in</strong>g the usual psychometric guidance<br />

(Loewenthal 2001, Nunnally <strong>and</strong> Bernste<strong>in</strong> 1994). The questionnaire is presented <strong>in</strong><br />

the Appendix.<br />

Observable variables are considered as items <strong>in</strong> the questionnaire context <strong>and</strong><br />

latent variables as scales. The questionnaire is created with 38 items <strong>and</strong> 10 scales.<br />

The scales are Enjoyment, Frustration, CEGE, Puppetry, Video-game, Control,<br />

Facilitators, Ownership, Game-play <strong>and</strong> Environment. The first two scales were<br />

<strong>in</strong>cluded as a reference to see the relationships between CEGE <strong>and</strong> Enjoyment <strong>and</strong><br />

Frustration. If the CEGE are present, then Frustration should be low <strong>and</strong> uncorrelated.<br />

The rema<strong>in</strong><strong>in</strong>g scales are the latent variables produced from the theory. See<br />

Table 4.3 for a relationship between items <strong>and</strong> scales. Due to the hierarchical formulation<br />

of the theory, items may belong to more than one category. An item can<br />

belong to the Puppetry <strong>and</strong> Control scales, for example.<br />

Table 4.3 The items <strong>in</strong> the questionnaire belong to different scales<br />

Items Scale 1 Scale 2<br />

1, 4, 5 Enjoyment –<br />

2, 3 Frustration –<br />

6–38 CEGE –<br />

6–12, 38 Puppetry Control<br />

13–18 Puppetry Facilitators<br />

19–24 Puppetry Ownership<br />

25 Puppetry Control/ownership<br />

26–31 Video-game Environment<br />

32–37 Video-game Game-play<br />

4.6 An Example of Us<strong>in</strong>g the Questionnaire<br />

In this section, we present an example of how to use the CEGE theory to differentiate<br />

among different experiences. The experiment explores the differences when two<br />

different <strong>in</strong>put devices are used to play Tetris. The results of the experiment are<br />

discussed us<strong>in</strong>g the CEGE theory to differentiate among the different experiences.<br />

4.6.1 Method<br />

4.6.1.1 Design<br />

The experiment used a with<strong>in</strong>-subjects design. The <strong>in</strong>dependent variable was the<br />

type of controller used. Two types of controllers were used <strong>and</strong> the order <strong>in</strong> which

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