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Questionaires

Quantitive Method:
Explore how players feel and behave through interviews, observations, and open-ended feedback. (with optional quantitative metrics)

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Best Stage: Early → Ongoing

Primary Goal: Collect targeted feedback tailored to your research goals

Effort: Moderate - High

Overview

Here are several standardized questionnaires. These are excellent for generating quantitative data, which can be used in a longitudinal format, allowing you to track changes in attitudes from one play test to the next.

Standardized questionnaires are most effective when used across multiple playtests or surveys. For example, after conducting one playtest and gathering insights through the questionnaire, you can make changes to a game mechanic based on the feedback. Then, in a later playtest, you can use the same set of questions to compare the new data with the previous results, allowing you to track trends and assess the impact of the changes.
 

See Determining Sample Size for guidance on finding your participant groups

Questionaires

The following tests are well established questionnaires that work well for self reporting game insights:
 

Game Experience Questionnaire (GEQ)

The Game Experience Questionnaire (GEQ) assesses players' experiences by measuring factors like immersion, flow, competence, emotions, tension, and challenge. It helps evaluate how engaging and enjoyable a game is for players, providing insights into their emotional and psychological responses.
 

Positive and Negative Affect Schedule (PANAS-SF)

The PANAS-SF (Positive and Negative Affect Schedule - Short Form) is a psychological tool used to measure a person's emotional state by assessing both positive and negative emotions. It consists of a set of brief questions where participants rate how much they experienced specific emotions (such as excitement or guilt) on a scale from 1 to 5. The PANAS-SF helps to gauge overall emotional well-being by distinguishing between positive and negative affect.
 

Player Experience of Need Satisfaction (PENS)

The PENS (Player Experience of Need Satisfaction) questionnaire measures how well a game satisfies three psychological needs: autonomy, competence, and relatedness. It assesses whether players feel in control of their actions, capable of achieving their goals, and connected to the game or other players. This tool helps evaluate how a game fosters intrinsic motivation and overall player engagement.
 

The Basic Needs in Games Scale (BANGS)

The Basic Needs in Games Scale (BANGS) is a psychometric tool designed to assess the satisfaction of basic psychological needs during gameplay. It is based on Self-Determination Theory (SDT) and focuses on how games satisfy needs such as competence, autonomy, relatedness, and sometimes presence/immersion.
 

Blended Short Hand Questionnaire

The blended questionnaire integrates elements from the GEQ, PANAS-SF, PENS, and BANGS to provide a comprehensive assessment of player experiences. While it was developed by me and has not undergone formal validation like the original questionnaires, it aims to capture key aspects of game engagement, emotions, psychological need satisfaction, and social presence without overwhelming the participant

After Collecting Data

​Once your data is gathered, check out Analyzing Rating-Scale Data to learn how to effectively analyze and visualize your results.

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