Zicko Muhammad Alrizki
Unknown Affiliation

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

GEQ and PENS Applications for Analyzing Levels of Player Experience and Satisfaction in Mobile Video Games Zicko Muhammad Alrizki; Dedy Kurniawan
The Indonesian Journal of Computer Science Vol. 13 No. 2 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i2.3824

Abstract

Nowadays, video games are getting popular due to the rapid growth of technology, especially mobile technology. Video games are now able to be played on mobile devices whether in single or multiplayer mode by using the internet and it's free and available everywhere. Understanding player experience in mobile video games is essential for developers and researchers. This research evaluates player experience in a mobile video game using the Game Experience Questionnaire (GEQ) and Player Experience Questionnaire (PENS). The evaluation was performed using an online questionnaire form to the participants (N = 110) who had played the specific mobile game. Using the Core Questionnaire from the Game Experience Questionnaire and Player Experience of Need Satisfaction module, this research found that the Game Experience Questionnaire shows high scores values in the aspects of Immersion (4.22), Competence (3.25), and Positive Aspects (4.38) which indicates a good player experience, and the Player Experience of Need Satisfaction shows a rather balanced yet high score for each value that indicates a satisfying player experience.