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The Exergame Enjoyment Questionnaire (EEQ): An Instrument for Measuring Exergame Enjoyment |
Alexander Fitzgerald, Sam Huang, Kyle Sposato, Dongjie Wang, Mark Claypool and Emmanuel Agu
Physical inactivity is on the rise. Exergames provide a new type of exercise that can be appealing to young people and possibly mitigate sedentary lifestyles. However, compliance and player attrition are issues. We assert that monitoring and increasing exergame enjoyment will increase exercise compliance, a view supported by the Social Cognitive Theory (SCT). However, no questionnaires exist to measure player enjoyment of exergames, limiting the ability to monitor and improve exergame use. We created and validated the Exergame Enjoyment Questionnaire (EEQ), a new 20-item questionnaire for measuring how much players enjoyed an exergame. The EEQ was synthesized by combining questions from the Game Engagement Questionnaire (GEQ) and Immersive Experience Questionnaire (IEQ) about the exergames' game elements, and questions from the Physical Activity Enjoyment Scale (PACES) about the physical activity performed in the exergame. The EEQ was refined via focus groups and validated by comparing player responses on the EEQ to their coded responses in free form discussions about their gaming experience. For testing, the Pokemon Go and Just Dance Now exergames were selected. The EEQ score of participants corresponded to 85 percent of their coded responses in free form discussions about their gaming experience, suggesting the efficacy of our instrument. Subjects generally enjoyed Just Dance Now more (8 points higher EEQ scores on average) than Pokemon Go. However, a t-test suggests that EEQ scores from more subjects are needed in order to conclude that Just Dance Now is more enjoyable than Pokemon Go.
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Paper: pdf
Slides: pptx
German translation: pdf (Patrick Manser, Simone Huber, Julia Seinsche, Eling D. de Bruin, Eleftheria Giannouli. "Development and Initial validation of the German Version of the Exergame Enjoyment Questionnaire (EEQ-G)", PLoS ONE (18)6: e0286556, https://doi.org/10.1371/journal.pone.0286556, June 8, 2023.)
Gujarati translation: pdf (courtesy Dharti Shah, Ph.D. Scholar, Sankalchand Patel University, Subhash M. Khatri (PT), Principal, Nootan College of Physiotherapy)
Anthony Gallo, Philipp Baumann, Emmanuel Agu and Mark Claypool. Exerwalls - an Exercise Alternative to Paywalls in Mobile Games, In Proceedings of the International Academic Conference on Meaningful Play, East Lansing, Michigan, USA, October 20-22, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/exerwall/
Emmanuel Agu and Mark Claypool. Cypress: A Cyber-Physical Recommender System to Discover SmartPhone Exergame Enjoyment, In Proceedings of the ACM Workshop on Engendering Health with Recommender Systems, Boston, Massachusetts, USA, September 15, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/cypress-recsys/