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Video games continue to grown in popularity and presently account for annual revenues in the billions of
dollars. Although the technologies underlying a modern video game are well understood, the
characteristics of a game that make it a success are not. The Engagement Questionnaire (EQ) is introduced
in an attempt to capture those dimensions that are thought to influence the degree to which a user becomes
engaged while playing a video game. Our goal was to develop a metric that could be applied to a broad
range of video game genres (e.g., action, adventure, strategy, sports) and video game users (e.g.,
expert/novice, male/female, young/old). Factor analyses of data representing 243 participants suggested
the existence of five stable factors among 46 questionnaire items. These dimensions were labeled Interest,
Authenticity, Curiosity, Involvement and Fidelity. Though further empirical testing is necessary, we expect
that the questionnaire will prove to be a useful tool for the appraisal of video games, as well as for the
identification of critical differences between those who play them.
"authenticity"), it also considers those dimensions considered They responded to each EQ item on a 7-point Likert scale with
to be relevant to intrinsic motivation and reward. According labels for the extreme and mid points of the scale. In addition,
to Malone (1981), these include the dimensions of challenge, each participant also provided biographical data.
fantasy, and curiosity. These additional dimensions help to
address those content items (e.g., story, theme, objectives) that Procedure
are integral to most modem video games, yet are absent in
existingpresencemeasures. Participantscompletedthe materialnearthe endof a
The majority of questions relating to "authenticity" class period and returned the completed questionnaire
(e.g., level of interactivity, naturalness, ease of use, and immediately. Two EQs and a biographical data form were
consistency) were adapted from the Presence Questionnaire provided for each participant. The respondents were asked to
(Witmer & Singer, 1998). Other questions, including several recall both their favorite and least favorite video game and
relating to "involvement" and "fidelity" were also adapted then answer identical questions about each game.
from the Presence Questionnaire. The remaining questions Respondents were also instructed to provide the title of each
related to "curiosity," "fantasy," and "interest" were game. Separating the two copies of the EQ was a biographical
developed exclusively by the authors based on a review of the data form. Question and form order (either for favorite or
psychological literature, leading publications that track the least favorite game) were counterbalanced to control for order
latest video game design techniques, pilot data from focus effects. Participants were debriefed and received extra credit
groups, and personal experiences with playing video games. It upon return of the survey material.
is proposed that a relationship exists between and among these
dimensions, andengagement. RESULTS
Items in this factor addressed subjective impressions As previously mentioned, nine questions failed to
of how interesting, appealing, and exciting the content of the reach the significance criterion of 12< .001 for the t-test
game was. Questions focused on the general theme, between liked and disliked games and were excluded from the
objective(s), characters, social structure, and objects in the factor analysis. The majority of these items included
computer-generated environment, questions regarding how difficult/challenging the game was
(e.g., "How would you rate the game's difficulty level?,"
Factor 2. Labeled "Authenticity" "Were there times that you felt overwhelmed by the amount of
information that you had to remember in order to successfully
The majority of items that loaded heavily on this complete some objective?").
factor had been derived and modified from the Presence Several other excluded items were related to what
Questionnaire (Witmer & Singer, 1998). The central theme of Witmer and Singer (1998) referred to as control factors (e.g.,
this factor included the degree to which events in the game "How much did the game's interface (i.e., the controls,
could be controlled, the responsiveness of the game to actions display, layout, etc.) interfere with or distract you from
that were initiated by the user, and the ease/naturalness with playing the game?, and "How much delay did you experience
which one could move or manipulate objects in the game. between your actions and expected outcomes?"). Finally, one
Usability of hardware interfaces, as well as the degree of question of a general nature did not satisfy the inclusion
interactivity built into the game would likely contribute to criterion: "How interested are you in video games?"
scores in this factor.
FUTURE RESEARCH
Factor 3. Labeled "Curiosity"
The purpose of the developing the Engagement
This factor included items about one's interest with Questionnaire was to create a tool that could be used to
exploration of the scene and its characters. These items quickly and inexpensively assess salient information about
seemed to cluster around the concept of curiosity, which can video game interactions. Five factors were identified that
be defined as the intrinsically motivating desire for could be labeled along the dimensions of Interest,
information (Lowenstein, 1994). Since previous research Authenticity, Curiosity, Involvement, and Fidelity.
indicated that humans seek out environmental variability, the Interestingly, "challenge" was not represented although we
desire for novel and changing stimuli in a video game had hypothesized that this construct would be particularly
interaction is not surprising (Jones, Wilkinson, & Braden, important. Though it may be reasonable to expect that these
1961). factorsaffectvideogameengagement, considerable empirical
research is necessary prior to drawing such a conclusion.
Factor 4. Labeled "Involvement" In addition to assessing existing and future video
games, the questionnaire can also be used to identify critical
This factor was comprised of items that asked differences between those who buy and play video games
directly, "Was the game fun?" and "How involved were you in frequently, and those with little video game interest and/or
the game?" Other items inquired about the degree of focus a experience. Finally, a number of gender issues can be studied
user experienced, as well as preferences about length of play. using the questionnaire, e.g., "What makes a game interesting
It is interesting that questions conceming focus and to females, and to males?" We have already begun this line of
involvement were grouped with others asking about how research, and will present those results at future meetings.
much fun and excitement was experienced.
REFERENCES
Factor 5. Labeled "Fidelity"
Heeter, C. (1992). Being There: The subjective
The fidelity factor consisted of questions regarding experience of presence. Presence, l(2), 262-271.
the graphical and auditory components of the game. The
realism, familiarity, and consistency of the graphical and Jones, A., Wilkinson, J.J., & Braden, I. (1961). Information
auditory components were important aspects of this factor, deprivation as a motivational variable. Journal of
Items included in this factor asked whether one could you Experimental Psychology, 62, 126-137.
easily identify sounds and graphics, as well as how consistent
were the game's images and sounds. Hardware issues such as Lowenstein, G. (1994). The psychology of curiosity: A
image resolution and sound quality, as well as review and reinterpretations. Psychological Bulletin,
design/modeling issues such as level of scene detail, are 116(1), 75-98.
expected to be determinants of a game's perceived fidelity.
Malone, T.W. (1981). Toward a theory of intrinsically
motivating instruction. Cognitive Science, 5(4),
333-369.
696 PROCEEDINGS of the HUMAN FACTORS AND ERGONOMICS SOCIETY 45th ANNUAL MEETING- 2001