Build Your Own Survey
Mixed (Quantitative + Qualitative)combine qualitative feedback (what players say and feel) with quantitative data (what players do and how often) to give a more complete picture of the experience.
Best Stage: Early → Ongoing
Primary Goal: Collect targeted feedback tailored to your research goals
Effort: Moderate - High
Overview
Game user research primarily focuses on understanding how players interact with a game to improve the overall player experience. Beyond that, it also helps identify key risks and uncover the insights needed to support informed decisions around playability and, when relevant, marketability. Surveys are a valuable tool in this process, enabling researchers to gather data from a sample of the target player population and generalize findings to a broader audience. They offer a fast, cost-effective way to generate actionable insights at multiple stages of game development.
However, a survey is only as effective as its design. Before creating one, consider what information you need, what type of data should be collected, and how the findings will support research objectives.
Key considerations when designing a survey:
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Are the survey questions focused on the desired outcomes? Too many questions can increase survey length, reducing completion rates.
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Will the results be used for longitudinal comparisons or one-time decisions? If tracking changes over time, plan for multiple survey deployments.
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How many responses are needed to ensure reliable insights? (See Determining Sample Size)
There are standardized questionnaires available in the resources that help take the guesswork out of survey design and can be used to collect quantitative data Standardized Questionnaires
Demographic Data Collection
To collect demographic data in a survey, include a small section, typically at the beginning or end, with clear, optional questions about participants' backgrounds. Keep this section respectful, concise, and directly tied to your research goals. In games user research, common demographic questions include:
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Age
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Gender
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Location/Region
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Gaming Experience (e.g., "In a typical week, on how many days do you spend at least 30 minutes playing video games?")
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Gamer Profile (e.g., "How would you describe your gaming habits?")
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Casual gamer: Play infrequently or in short sessions
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Mid-core gamer: Play regularly but not competitively
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Hardcore gamer: Play seriously or competitively)
Note: While its common to ask participants to self identify as a type of gamer relying solely on self-identified labels like "casual" or "hardcore" gamer are subjective. If I use this I provide guidance in selection of how to self determine this. Without guidance someone who plays cozy or mobile games for hours each week might not view themselves as "hardcore," while a player who spends less time on a difficult competitive game might. Instead, focus on measurable behaviors (like time spent playing, frequency, and favorite genres). This approach gives you a much clearer understanding of player types and how they may relate to your game's audience.
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Primary Gaming Platform
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Recent Games Played (e.g., "What are some recent games you’ve enjoyed playing?")
Use multiple-choice or short text fields when possible, and always provide options like "Prefer not to say" to respect participant privacy.
Research Objectives and Scales
Each research objective should have one or more questions that try to find an answer.
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How challenging the level is: “How easy or difficult was the level?”
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Whether the aesthetics are appealing: “How are the game graphics?”
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If players understand what to do: “Was the objective of the game clear?”
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How often players fail: “How many times did you attempt this level?”
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Projected player retention: “How likely are you to play this game again in the future?”
Scales
Scales are a popular way to collect responses in surveys and can take several forms:
Two of the classic approaches to rating scales are the Likert Scale (pronounced “LICK-ert”) and the semantic differential scale. A typical Likert scale is a statement to which the respondents rate their level of agreement. The statement may be positive or negative. The scale is typically a 5-point scale.

Some researchers choose to use a 7 point scale, but it gets a bit more difficult to come up with descriptive terms for each point as you get into higher numbers. This is one of the reasons many researchers have dropped the intervening labels and just label the two ends (anchor points) and perhaps the middle, or neutral, point.

A semantic differential scale involves presenting pairs of opposite adjectives at either end of the series of scales. Like the Likert scale a 5-point or 7-point scale is commonly used.
Instructions: For each pair of words, choose what best describes your experience with the game level.
1 = Most like the word on the left, 7 = Most like the word on the right

When writing survey questions, consider the following:
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Clarity – Will players understand what you’re asking? Use familiar language and avoid jargon.
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Memory – Can they recall the experience or event? Make sure the topic is recent enough to be meaningful.
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Relevance – Do they have an opinion on this topic? Is it something they feel comfortable answering honestly?
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Expression – Can they select an option that accurately reflects how they feel? Avoid skewed scales—if the full range of opinions isn’t represented, you won’t get useful data.
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Combine - rating questions with a follow-up asking why. Open-ended responses add context to the numbers—but remember, surveys can't replace interviews. You’ll still need direct conversations to explore deeper insights and behaviors.
Tips for Writing Better Survey Questions
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Avoid leading language – Instead of asking “How difficult was the game?”, ask “How easy or difficult was the game?” to prevent biasing the response.
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Emphasize key words – Highlight the most important parts of the question to help players quickly understand what’s being asked. For example: How were the graphics in this level?
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Keep it short and simple – Use direct phrasing. Rate this level is more effective than Please provide a rating based on what you thought about this level.
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Use player-friendly language – Avoid jargon or terms that players may not understand. Instead of What did you think about this character’s DPS?, ask something clearer, like How effective was this character in combat? Use interviews or feedback to learn the words your audience naturally uses.
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Start broad, then go specific – Like in interviews, begin with general impressions (e.g., Overall, how was the game?) before narrowing down (e.g., How easy or difficult was using the jetpack?).
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Avoid yes/no questions – These limit responses and miss nuance. Use rating scales or open-ended prompts to gather more meaningful feedback.
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Keep it brief – A short survey is more likely to be completed and provide quality responses.
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Don’t ask about future behavior – Questions like “Will you buy this game?” are notoriously unreliable. Instead, ask about past behavior: “What was the last game like this you bought?” – this gives you more accurate, actionable data.
After Collecting Your Data
Once your data is gathered, check out Analyzing Rating-Scale Data to learn how to effectively analyze and visualize your results.
Resources
Games User Research. (n.d.). Run impactful UX playtests. Retrieved January 11, 2026, from https://gamesuserresearch.com/
Quantic Foundry. (n.d.). Gamer Motivation Profile survey. Quantic Foundry. Retrieved January 11, 2026, from https://apps.quanticfoundry.com/surveys/start/gamerprofile/