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Measuring Players’ Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ

Published: 15 October 2021 Publication History

Abstract

In this work, we explore the factorial structure of the Ubisoft Perceived Experience Questionnaire (UPEQ) and its correlation with game enjoyment. For this purpose, an online survey was conducted on the experience with the video game League of Legends. Three hundred and sixty-nine participants provided information about their in- and out-of-game demographics and rated their experience with the game using the UPEQ and the subscale Interest/Enjoyment from the Intrinsic Motivation Inventory. Using confirmatory and exploratory factor analysis, we found weaknesses in the 3-factor model of the UPEQ and propose a 6- or 7-factor structure as a basis for new research and improvement of the UPEQ. All materials are available on OSF: https://osf.io/6nhts/.

References

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Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies 135 (2020), 102370. https://doi.org/10.1016/j.ijhcs.2019.102370
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Ahmad Azadvar and Alessandro Canossa. 2018. UPEQ: Ubisoft Perceived Experience Questionnaire: A Self-Determination Evaluation Tool for Video Games. In Proceedings of the 13th International Conference on the Foundations of Digital Games (Malmö, Sweden) (FDG ’18). Association for Computing Machinery, New York, NY, USA, Article 5, 7 pages. https://doi.org/10.1145/3235765.3235780
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Florian Brühlmann and Gian-Marco Schmid. 2015. How to Measure the Game Experience? Analysis of the Factor Structure of Two Questionnaires. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (Seoul, Republic of Korea) (CHI EA ’15). Association for Computing Machinery, New York, NY, USA, 1181–1186. https://doi.org/10.1145/2702613.2732831
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Florian Brühlmann, Philipp Baumgartner, Günter Wallner, Simone Kriglstein, and Elisa D. Mekler. 2020. Motivational Profiling of League of Legends Players. Frontiers in Psychology 11 (2020), 1307. https://doi.org/10.3389/fpsyg.2020.01307
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Paul Cairns and Christopher Power. 2018. Measuring Experiences. In New Directions in Third Wave Human-Computer Interaction: Volume 2 - Methodologies, Michael Filimowicz and Veronika Tzankova (Eds.). Springer International Publishing, Cham, 61–80. https://doi.org/10.1007/978-3-319-73374-6_5
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Effie L.-C. Law, Florian Brühlmann, and Elisa D. Mekler. 2018. Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (Melbourne, VIC, Australia) (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 257–270. https://doi.org/10.1145/3242671.3242683
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Elisa D. Mekler, Julia Ayumi Bopp, Alexandre N. Tuch, and Klaus Opwis. 2014. A Systematic Review of Quantitative Studies on the Enjoyment of Digital Entertainment Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Toronto, Ontario, Canada) (CHI ’14). Association for Computing Machinery, New York, NY, USA, 927–936. https://doi.org/10.1145/2556288.2557078
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Mikki H. Phan, Joseph R. Keebler, and Barbara S. Chaparro. 2016. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors 58, 8 (2016), 1217–1247. https://doi.org/10.1177/0018720816669646 arXiv:https://doi.org/10.1177/0018720816669646PMID: 27647156.
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Cited By

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  • (2024)Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36869928:CSCW2(1-28)Online publication date: 8-Nov-2024
  • (2024)Promoting Family Play through Asymmetric Game DesignProceedings of the ACM on Human-Computer Interaction10.1145/36373928:CSCW1(1-24)Online publication date: 26-Apr-2024
  • (2024)Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game PlayersProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642270(1-13)Online publication date: 11-May-2024
  • Show More Cited By

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cover image ACM Conferences
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
October 2021
414 pages
ISBN:9781450383561
DOI:10.1145/3450337
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 15 October 2021

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Author Tags

  1. Factor Analysis
  2. League of Legends
  3. Player Experience
  4. Questionnaire
  5. UPEQ
  6. Validation
  7. Video Games

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Cited By

View all
  • (2024)Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36869928:CSCW2(1-28)Online publication date: 8-Nov-2024
  • (2024)Promoting Family Play through Asymmetric Game DesignProceedings of the ACM on Human-Computer Interaction10.1145/36373928:CSCW1(1-24)Online publication date: 26-Apr-2024
  • (2024)Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game PlayersProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642270(1-13)Online publication date: 11-May-2024
  • (2022)Development and Validation of a German Version of the Player Experience Inventory (PXI)Proceedings of Mensch und Computer 202210.1145/3543758.3543763(265-275)Online publication date: 4-Sep-2022
  • (2022)Independent Validation of the Video Game Dispositional Flow Scale With League of Legends PlayersExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558351(44-50)Online publication date: 2-Nov-2022
  • (2022)LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of LegendsExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558350(81-86)Online publication date: 2-Nov-2022

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