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GEQ (Game Engagement/Experience Questionnaire): A Review of Two Papers

机译:GEQ(游戏参与度/体验调查表):两篇论文的评述

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摘要

In recent years, research on the psychological aspects and assessment of video games has become more and more important due to their impact in entertainment and education. The development of psychometric instruments to measure different factors of a player's engagement and skills in playing video games and to measure different factors of the game's playability and attractiveness is essential to this research. This article reviews two papers on measuring the player's subjective experiences playing the game by IJsselsteijn et al (2007, Characterising and Measuring User Experiences in Digital Games. ACE Conference '07, June 13-15, Salzburg, Austria) and the player's level of engagement in playing games by Brockmyer et al. (2009, The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game-playing. J. Exp. Soc. Psychol., 45,624-634). While approaching the topic with very different purposes and methodologies, both papers contribute important ideas and useful scales that should be used by researchers in the field.
机译:近年来,由于电子游戏对娱乐和教育的影响,因此对电子游戏的心理方面和评估的研究变得越来越重要。心理测量仪器的开发对于测量玩家参与视频游戏的参与度和技能的不同因素,以及测量游戏的可玩性和吸引力的不同因素,对于这项研究至关重要。本文回顾了IJsselsteijn等人(2007年,表征和衡量数字游戏用户体验。ACE会议'07,6月13日至15日,奥地利萨尔茨堡)发表的两篇关于衡量玩家玩游戏的主观体验的论文。在Brockmyer等人的游戏中。 (2009年,《游戏参与度调查表的发展:视频游戏中参与度的一种衡量方法》,J。Exp。Soc。Psychol。,45,624-634)。在以非常不同的目的和方法论来探讨该主题时,两篇论文都提出了重要的思想和有用的量表,供该领域的研究人员使用。

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