The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing
By Jeanne H. Brockmyer, C. Fox, Kathleen Curtiss, Evan McBroom, Kimberly Burkhart, Jacquelyn N. Pidruzny. 2009
1,009 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/829569e4855cabf4b750080198af74281b5f5bc2
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In Literature and Literary Theory
- René Eppmann
- Thomas Hainey
- Richard Skarbez
- James M. Boyle
- Frederick P. Brooks, Jr.
- Mary C. Whitton
- T. Connolly
- Kristina Klein
In Sociology and Political Science
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- T. Connolly
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- René Eppmann
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- Mikki Hoang Phan
- Eric N. Wiebe
- Allison Lamb
Citations in the corpus
- A Survey of Presence and Related Concepts (2017, methodology): “In addition, the Game Engagement Questionnaire (GEQ) of Brockmyer et al. is an instrument specifically designed to measure the level of involvement/engagement in video games [28], although it has been adapted and used in the study of virtual environments as well [85].”
- Engagement in digital entertainment games: A systematic review (2012, background): “As Brockmyer et al. (2009) acknowledge there is still a lack of consensus about how best to characterise subjective experience in games.”
- Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018, methodology): “Brockmyer et al. (2009) regard flow experience as a specific degree of game involvement, along a continuum of deepening game engagement.”
- Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2014, methodology): “Perceived flow was measured using five items based on flow measures that were previously tested with children (Brockmyer et al., 2009; Inal & Cagiltay, 2007).”
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, methodology): “There have been other instruments developed especially for game-based environments, often employing flow and other engagement-related constructs, but they have not been widely used or validated (e.g., Brockmyer et al., 2009; Fu, Su, & Yu, 2009).”
- Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies (2018, background): “Immersion is also similar to cognitive absorption and flow, though it is often used to describe a less extreme experience of engagement, one where one may still have some awareness of one’s surroundings [22,23].”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “The authors also conclude that: “As things currently stand, all three [PENS, GIQ, GEQ-Brockmyer] seem to function as reasonable measures of player engagement in a game.”
- The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016, background): “Despite the various ways engagement is defined, the term is typically used in a generic context to depict a player’s level of involvement in video games (Brockmyer et al., 2009; Parnell, 2009; Qin, Rau, & Salvendy, 2009).”
- Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game (2012, methodology): “We also evaluated the effects of fidelity on subjective responses, such as presence [8], engagement [9], and usability.”