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A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR

Year 2023, Volume: 7 Issue: 2, 229 - 242, 29.12.2023
https://doi.org/10.26650/acin.1185840

Abstract

Games User Research (GUR) has become an important subdomain of the Human Computer Interaction field within the last few years, as gaming has becomes a daily entertainment for many people rather than being in the interest of a few game enthusiasts. Researchers require specific tools to measure the users’ responses and attitudes towards the games. Game User Experience Satisfaction Scale is one of the recent additions to GUR tools, which had already been adapted into Turkish as GUESSTR. Through this study, we aimed to verify a shorter form of GUESS-TR which is compatible with a currently existing English shorter version with 18 items that measure game user experience through 9 factors. Data revealed that a 20-item version resembling 10 factors, namely GUESS-20-TR, is a valid and reliable measure of game user experience. We provided evidence for construct validity through confirmatory factor analysis. Spearman-Brown prophecy coefficients indicate that the 2-item subscales are reliable. Heterotrait - monotrait ratios show that items indicate different constructs, i.e. discriminant validity. Based on Pearson correlation, the mean scoresobtained with the short form GUESS-20-TR are highly consistent with the 51-item Turkish version.

References

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  • Akan, E., Berkman, M.İ. (2020). Physiological Measures in Game User Research. In: Bostan, B. (eds) Game User Experience And Player-Centered Design. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-030-37643-7_10 google scholar
  • Aker, Ç., Rızvanoğlu, K.,& Bostan, B. (2017). Methodological review of playability heuristics. Proc. Eurasia Graph. Istanbul. Turk, 405. google scholar
  • Aksayim, A., & Berkman, M. İ. (2020). Effect of physical activity on VR experience: an experimental study. In Richir, S. (Ed.) Laval Virtual ConVRgence (VRIC) Virtual Reality International Conference-VRIC, pp. 19-27. 22-24 April 2020, Laval, France. google scholar
  • Ali, A. S., & Arumugam, A. & Kumaran, S. (2021). Effectiveness of an intensive, functional, gamified Rehabilitation program in improving upper limb motor function in people with stroke: A protocol of the EnteRtain randomized clinical trial. Contemporary Clinical Trials, 105, 106381. https://doi.org/10.1016/j.cct.2021.106381 google scholar
  • Alkan S., Cagiltay K. (2007) Studying computer game learning experience through eye tracking. British Journal of Educational Technology, 38(3), pp 538-542. https://doi.Org/10.1111/j.1467-8535.2007.00721.x google scholar
  • Berkman, M. İ., Bostan, B., & Şenyer, S. (2022a). Turkish Adaptation Study of the Game User Experience Satisfaction Scale: GUESS-TR. International Journal of Human-Computer Interaction, 38(11), 1081-1093. https://doi.org/10.1080/10447318.2021.1987679 google scholar
  • Berkman, M. İ., Bostan, B., & Şenyer, S. (2022b), “Game User Experience Satisfaction Scale Applied in Turkish”, Mendeley Data, V2, https://doi.org/10.17632/pxnzgdz287.2 google scholar
  • Boberg, M., Karapanos, E., Holopainen, J., & Lucero, A. (2015, October). PLEXQ: Towards a playful experiences questionnaire. In Proceedings of the CHI PLAY ’15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, October 2015, pp. 381-391 https://doi.org/10.1145/2793107.2793124 google scholar
  • Bostan, B. (2022) Dijital Oyunlar ve İnteraktif Anlatı. Istanbul, Turkey: The Kitap, 2022. google scholar
  • Brooke, J. (1996). SUS: A quick and dirty usability scale. In P.W. Jordan, B. Thomas, B. A. Weerdmeester & I. L. McClelland (Eds.), Usability Evaluation in Industry (pp. 189-194). London: Taylor & Francis google scholar
  • Desurvire, H., & Wixon, D. (2018). Heuristics uncovered for games user researchers and game designers. In Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke (Eds) Games User Research, 217-256. https://doi.org/10.1093/oso/9780198794844.003.0014 google scholar
  • Desurvire, H., Caplan, M., & Toth, J. A. (2004, April). Using heuristics to evaluate the playability of games. In CHI’04 extended abstracts on Human factors in computing systems (pp. 1509-1512). google scholar
  • Drachen, A., & Connor, S. (2018). Game analytics for games user research. In Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke (Eds) Games User Research (pp. 333-353). Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0019 google scholar
  • Eisinga, R., Grotenhuis, M. T., & Pelzer, B. (2013). The reliability of a two-item scale: Pearson, Cronbach, or Spearman-Brown? International Journal of Public Health, 58(4), 637-642. https://doi.org/10.1007/s00038-012-0416-3 google scholar
  • Ermi, L., & Mâyrâ, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion. DiGRA conference Changing Views: Worlds in Play, Vancouver, Canada. google scholar
  • Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games (Doctoral dissertation, Indiana University). google scholar
  • Gorsic, M., Clapp, J. D., Darzi, A., & Novak, D. (2019). A brief measure of interpersonal interaction for 2-player serious games: questionnaire validation. JMIR serious games, 7(3), e12788. https://doi.org/10.2196/12788 google scholar
  • Hafeez, T., Umar Saeed, S. M., Arsalan, A., Anwar, S. M., Ashraf, M. U., & Alsubhi, K. (2021). EEG in game user analysis: A framework for expertise classification during gameplay. Plos one, 16(6), e0246913. https://doi.org/10.1371/journal.pone.0246913 google scholar
  • Henseler, J., Ringle, C.M. & Sarstedt, M. (2015) A new criterion for assessing discriminant validity in variance-based structural equation modeling. J. of the Acad. Mark. Sci. 43, 115-135. https://doi.org/10.1007/s11747-014-0403-8 google scholar
  • Hooper, D., Coughlan, J., & Mullen, M. R. (2008). Structural equation modelling: Guidelines for determining model fit. Electronic journal of business research methods, 6(1), pp53-60. google scholar
  • IJsselsteijn, W. A., De Kort, Y. A. W., & Poels, K. (2007). The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games. Manuscript in Preparation (pp. 9241-210). FUGA technical report Deliverable 3.3. google scholar
  • Isman, F. A., Prasasti, A. L., & Nugrahaeni, R. A. (2021, April). Expression Classification For User Experience Testing Using Convolu-tional Neural Network. In 2021 International Conference on Artificial Intelligence and Mechatronics Systems ( AIMS) (pp. 1-6). IEEE. https://doi.org/10.1109/AIMS52415.2021.9466088 google scholar
  • Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tjs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641-661. https://doi.org/10.1016/j.jhcs.2008.04.004 google scholar
  • Johnson, D., Gardner, M. J., & Perry, R. (2018). Validation of two game experience scales: the player experience of need sat-isfaction (PENS) and game experience questionnaire (GEQ). International Journal of Human-Computer Studies, 118, 38-46. https://doi.org/10.1145/1152215.1152218 google scholar
  • Ju, U., & Wallraven, C. (2019). Manipulating and decoding subjective gaming experience during active gameplay: a multivariate, whole-brain analysis. NeuroImage, 188, 1-13. https://doi.org/10.1016/j.neuroimage.2018.11.061 google scholar
  • Keebler, J. R., Shelstad, W. J., Smith, D. C., Chaparro, B. S., & Phan, M. H. (2020). Validation of the GUESS-18: a short version of the Game User Experience Satisfaction Scale (GUESS). Journal of Usability Studies, 16(1), 49. https://uxpajournal.org/validation-game-user-experience-satisfaction-scale-guess/ google scholar
  • Kivikangas, J. M., Chanel, G., Cowley, B., Ekman, I., Salminen, M., Jârvelâ, S., & Ravaja, N. (2011). A review of the use of psychophysiological methods in game research. Journal of Gaming & Virtual Worlds, 3(3), 181-199. https://.doi.org/10.1386/jgvw.3.3.181_1 google scholar
  • Korhonen, H., & Koivisto, E. M. (2006, September). Playability heuristics for mobile games. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (pp. 9-16). https://doi.org/10.1145/1152215.1152218 google scholar
  • Korhonen, H., & Koivisto, E. M. (2007, September). Playability heuristics for mobile multi-player games. In Proceedings ofthe 2nd international conference on Digital interactive media in entertainment and arts (pp. 28-35). google scholar
  • de Kort, Y. A., IJsselsteijn, W. A., & Poels, K. (2007). Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). Proceedings of PRESENCE, 195203, 1-9. google scholar
  • Law, E. L. C., Brühlmann, F., & Mekler, E. D. (2018, October). 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 (pp. 257-270). google scholar
  • Malone, T. W. (1982, March). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 conference on Human factors in computing systems (pp. 63-68). https://doi.org/10.1145/800049.801756 google scholar
  • Medlock, M.C. (2018) "An overview of GUR methods." In Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke (Eds). Games User Research. Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0007 google scholar
  • Mittmann, G., Zehetner, V., Krammer, I., & Schrank, B. (2023). Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents. Behaviour & Information Technology, 1-15. https://doi.org/10.1080/0144929X.2023.2212807 google scholar
  • Mojzisch, A., Schilbach, L., Helmert, J.R., Pannasch, S., Velichkovsky, B.M., Vogeley K. (2006) The effects of self-involvement on attention, arousal, and facial expression during social interaction with virtual others: A psychophysiological study. Social Neuroscience, 1(3-4), pp 184-195. https://doi.org/10.1080/17470910600985621 google scholar
  • Mueller S.C., Jackson C.P., Skelton R.W. (2008) Sex differences in a virtual water maze: An eye tracking and pupillometry study. Behavioural Brain Research, 193(2), pp 209-215. https://doi.org/10.1016/j.bbr.2008.05.017 google scholar
  • Schaffer, N. (2008). Heuristic UX Evaluation of Games. In Isbister K., Hodent, C. (Eds) Game Usability (pp. 105-114). CRC Press. google scholar
  • Nguyen, N. C., Thawonmas, R., Paliyawan, P., & Pham, H. V. (2020, August). JUSTIN: An audience participation game with a purpose for collecting descriptions for artwork images. In 2020 IEEE Conference on Games (CoG) (pp. 344-350). IEEE. https://doi.org/10.1109/CoG47356.2020.9231771 google scholar
  • Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The development and validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors, 58(8), 1217-1247. https://doi.org/10.1177/0018720816669646 google scholar
  • Qin, H., Patrick Rau, P. L., & Salvendy, G. (2009). Measuring player immersion in the Computer game narrative. Intl. Journal of Human-Computer Interaction, 25(2), 107-133. https://doi.org/10.1080/10447310802546732 google scholar
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Oyun Kullanıcı Deneyimi Tatmin Ölçeği Türkçe Kısa Versiyonu: GUESS-20-TR

Year 2023, Volume: 7 Issue: 2, 229 - 242, 29.12.2023
https://doi.org/10.26650/acin.1185840

Abstract

Oyunların sadece tutkunlarına özel bir alan olmaktan çıkıp pek çok insan için gündelik bir eğlence haline gelmesi ile, Oyun Kullanıcı Araştırmaları (OKA), İnsan-Bilgisayar Etkileşimi alanının önemli bir alt dalı haline gelmiştir. Araştırmacılar, oyuncuların oyunlara verdikleri tepkileri ve oyunlara karşı tutumlarını ölçmek için özelleştirilmiş araçlara ihtiyaç duymaktadırlar. Oyun Kullanıcı Deneyimi Ölçeği (GUESS) de son yıllarda OKA araçlarına eklenmiş olup, GUESS-TR adı ile Türkçe’ye de çevrilmiştir. Bu çalışmada, 51 sorudan oluşan GUESS-TR’nin kısa bir versiyonu geliştirilmiştir. Halihazırda 9 faktörü ölçen 18 soruluk kısaltılmış GUESS-18 versiyonu da göz önüne alınarak, 20 sorudan oluşan ve 10 faktörü ölçen bir varyant ortaya konmuştur. Onaylayıcı faktör analizi ölçüm modelinin yapısal geçerliliğinin sağlaması yapılmıştır. İki sorudan oluşan ölçekler için önerilen Spearman-Brown korelasyon katsayısı alt ölçeklerin güvenilirliğine delalet etmektedir. Heterotrait- monotrait oranları, her bir ölçeğin farklı yapıları ölçtüğünü, yani ayrımlayıcı geçerliliği ortaya koymaktadır. Pearson korelasyon katsayıları göstermektedir ki, her bir faktör için 2 soru olmak üzere 20 soru ile elde edilen ortalama skorlar, 51 sorudan oluşan uzun ölçek ve alt ölçeklerinin ortalama skorları ile yüksek seviyede tutarlılık göstermektedir.

References

  • Abeele, V. V., Spiel, K., Nacke, L., Johnson, D., & Gerling, K. (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, 102370. https://doi.Org/10.1016/j.yhcs.2019.102370 google scholar
  • Akan, E., Berkman, M.İ. (2020). Physiological Measures in Game User Research. In: Bostan, B. (eds) Game User Experience And Player-Centered Design. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-030-37643-7_10 google scholar
  • Aker, Ç., Rızvanoğlu, K.,& Bostan, B. (2017). Methodological review of playability heuristics. Proc. Eurasia Graph. Istanbul. Turk, 405. google scholar
  • Aksayim, A., & Berkman, M. İ. (2020). Effect of physical activity on VR experience: an experimental study. In Richir, S. (Ed.) Laval Virtual ConVRgence (VRIC) Virtual Reality International Conference-VRIC, pp. 19-27. 22-24 April 2020, Laval, France. google scholar
  • Ali, A. S., & Arumugam, A. & Kumaran, S. (2021). Effectiveness of an intensive, functional, gamified Rehabilitation program in improving upper limb motor function in people with stroke: A protocol of the EnteRtain randomized clinical trial. Contemporary Clinical Trials, 105, 106381. https://doi.org/10.1016/j.cct.2021.106381 google scholar
  • Alkan S., Cagiltay K. (2007) Studying computer game learning experience through eye tracking. British Journal of Educational Technology, 38(3), pp 538-542. https://doi.Org/10.1111/j.1467-8535.2007.00721.x google scholar
  • Berkman, M. İ., Bostan, B., & Şenyer, S. (2022a). Turkish Adaptation Study of the Game User Experience Satisfaction Scale: GUESS-TR. International Journal of Human-Computer Interaction, 38(11), 1081-1093. https://doi.org/10.1080/10447318.2021.1987679 google scholar
  • Berkman, M. İ., Bostan, B., & Şenyer, S. (2022b), “Game User Experience Satisfaction Scale Applied in Turkish”, Mendeley Data, V2, https://doi.org/10.17632/pxnzgdz287.2 google scholar
  • Boberg, M., Karapanos, E., Holopainen, J., & Lucero, A. (2015, October). PLEXQ: Towards a playful experiences questionnaire. In Proceedings of the CHI PLAY ’15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, October 2015, pp. 381-391 https://doi.org/10.1145/2793107.2793124 google scholar
  • Bostan, B. (2022) Dijital Oyunlar ve İnteraktif Anlatı. Istanbul, Turkey: The Kitap, 2022. google scholar
  • Brooke, J. (1996). SUS: A quick and dirty usability scale. In P.W. Jordan, B. Thomas, B. A. Weerdmeester & I. L. McClelland (Eds.), Usability Evaluation in Industry (pp. 189-194). London: Taylor & Francis google scholar
  • Desurvire, H., & Wixon, D. (2018). Heuristics uncovered for games user researchers and game designers. In Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke (Eds) Games User Research, 217-256. https://doi.org/10.1093/oso/9780198794844.003.0014 google scholar
  • Desurvire, H., Caplan, M., & Toth, J. A. (2004, April). Using heuristics to evaluate the playability of games. In CHI’04 extended abstracts on Human factors in computing systems (pp. 1509-1512). google scholar
  • Drachen, A., & Connor, S. (2018). Game analytics for games user research. In Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke (Eds) Games User Research (pp. 333-353). Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0019 google scholar
  • Eisinga, R., Grotenhuis, M. T., & Pelzer, B. (2013). The reliability of a two-item scale: Pearson, Cronbach, or Spearman-Brown? International Journal of Public Health, 58(4), 637-642. https://doi.org/10.1007/s00038-012-0416-3 google scholar
  • Ermi, L., & Mâyrâ, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion. DiGRA conference Changing Views: Worlds in Play, Vancouver, Canada. google scholar
  • Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games (Doctoral dissertation, Indiana University). google scholar
  • Gorsic, M., Clapp, J. D., Darzi, A., & Novak, D. (2019). A brief measure of interpersonal interaction for 2-player serious games: questionnaire validation. JMIR serious games, 7(3), e12788. https://doi.org/10.2196/12788 google scholar
  • Hafeez, T., Umar Saeed, S. M., Arsalan, A., Anwar, S. M., Ashraf, M. U., & Alsubhi, K. (2021). EEG in game user analysis: A framework for expertise classification during gameplay. Plos one, 16(6), e0246913. https://doi.org/10.1371/journal.pone.0246913 google scholar
  • Henseler, J., Ringle, C.M. & Sarstedt, M. (2015) A new criterion for assessing discriminant validity in variance-based structural equation modeling. J. of the Acad. Mark. Sci. 43, 115-135. https://doi.org/10.1007/s11747-014-0403-8 google scholar
  • Hooper, D., Coughlan, J., & Mullen, M. R. (2008). Structural equation modelling: Guidelines for determining model fit. Electronic journal of business research methods, 6(1), pp53-60. google scholar
  • IJsselsteijn, W. A., De Kort, Y. A. W., & Poels, K. (2007). The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games. Manuscript in Preparation (pp. 9241-210). FUGA technical report Deliverable 3.3. google scholar
  • Isman, F. A., Prasasti, A. L., & Nugrahaeni, R. A. (2021, April). Expression Classification For User Experience Testing Using Convolu-tional Neural Network. In 2021 International Conference on Artificial Intelligence and Mechatronics Systems ( AIMS) (pp. 1-6). IEEE. https://doi.org/10.1109/AIMS52415.2021.9466088 google scholar
  • Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tjs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641-661. https://doi.org/10.1016/j.jhcs.2008.04.004 google scholar
  • Johnson, D., Gardner, M. J., & Perry, R. (2018). Validation of two game experience scales: the player experience of need sat-isfaction (PENS) and game experience questionnaire (GEQ). International Journal of Human-Computer Studies, 118, 38-46. https://doi.org/10.1145/1152215.1152218 google scholar
  • Ju, U., & Wallraven, C. (2019). Manipulating and decoding subjective gaming experience during active gameplay: a multivariate, whole-brain analysis. NeuroImage, 188, 1-13. https://doi.org/10.1016/j.neuroimage.2018.11.061 google scholar
  • Keebler, J. R., Shelstad, W. J., Smith, D. C., Chaparro, B. S., & Phan, M. H. (2020). Validation of the GUESS-18: a short version of the Game User Experience Satisfaction Scale (GUESS). Journal of Usability Studies, 16(1), 49. https://uxpajournal.org/validation-game-user-experience-satisfaction-scale-guess/ google scholar
  • Kivikangas, J. M., Chanel, G., Cowley, B., Ekman, I., Salminen, M., Jârvelâ, S., & Ravaja, N. (2011). A review of the use of psychophysiological methods in game research. Journal of Gaming & Virtual Worlds, 3(3), 181-199. https://.doi.org/10.1386/jgvw.3.3.181_1 google scholar
  • Korhonen, H., & Koivisto, E. M. (2006, September). Playability heuristics for mobile games. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (pp. 9-16). https://doi.org/10.1145/1152215.1152218 google scholar
  • Korhonen, H., & Koivisto, E. M. (2007, September). Playability heuristics for mobile multi-player games. In Proceedings ofthe 2nd international conference on Digital interactive media in entertainment and arts (pp. 28-35). google scholar
  • de Kort, Y. A., IJsselsteijn, W. A., & Poels, K. (2007). Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). Proceedings of PRESENCE, 195203, 1-9. google scholar
  • Law, E. L. C., Brühlmann, F., & Mekler, E. D. (2018, October). 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 (pp. 257-270). google scholar
  • Malone, T. W. (1982, March). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 conference on Human factors in computing systems (pp. 63-68). https://doi.org/10.1145/800049.801756 google scholar
  • Medlock, M.C. (2018) "An overview of GUR methods." In Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke (Eds). Games User Research. Oxford University Press. https://doi.org/10.1093/oso/9780198794844.003.0007 google scholar
  • Mittmann, G., Zehetner, V., Krammer, I., & Schrank, B. (2023). Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents. Behaviour & Information Technology, 1-15. https://doi.org/10.1080/0144929X.2023.2212807 google scholar
  • Mojzisch, A., Schilbach, L., Helmert, J.R., Pannasch, S., Velichkovsky, B.M., Vogeley K. (2006) The effects of self-involvement on attention, arousal, and facial expression during social interaction with virtual others: A psychophysiological study. Social Neuroscience, 1(3-4), pp 184-195. https://doi.org/10.1080/17470910600985621 google scholar
  • Mueller S.C., Jackson C.P., Skelton R.W. (2008) Sex differences in a virtual water maze: An eye tracking and pupillometry study. Behavioural Brain Research, 193(2), pp 209-215. https://doi.org/10.1016/j.bbr.2008.05.017 google scholar
  • Schaffer, N. (2008). Heuristic UX Evaluation of Games. In Isbister K., Hodent, C. (Eds) Game Usability (pp. 105-114). CRC Press. google scholar
  • Nguyen, N. C., Thawonmas, R., Paliyawan, P., & Pham, H. V. (2020, August). JUSTIN: An audience participation game with a purpose for collecting descriptions for artwork images. In 2020 IEEE Conference on Games (CoG) (pp. 344-350). IEEE. https://doi.org/10.1109/CoG47356.2020.9231771 google scholar
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There are 48 citations in total.

Details

Primary Language English
Subjects Computer Software
Journal Section Research Article
Authors

Mehmet İlker Berkman 0000-0002-2340-9373

Çakır Aker 0000-0002-0945-9251

Publication Date December 29, 2023
Submission Date October 7, 2022
Published in Issue Year 2023 Volume: 7 Issue: 2

Cite

APA Berkman, M. İ., & Aker, Ç. (2023). A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR. Acta Infologica, 7(2), 229-242. https://doi.org/10.26650/acin.1185840
AMA Berkman Mİ, Aker Ç. A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR. ACIN. December 2023;7(2):229-242. doi:10.26650/acin.1185840
Chicago Berkman, Mehmet İlker, and Çakır Aker. “A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR”. Acta Infologica 7, no. 2 (December 2023): 229-42. https://doi.org/10.26650/acin.1185840.
EndNote Berkman Mİ, Aker Ç (December 1, 2023) A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR. Acta Infologica 7 2 229–242.
IEEE M. İ. Berkman and Ç. Aker, “A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR”, ACIN, vol. 7, no. 2, pp. 229–242, 2023, doi: 10.26650/acin.1185840.
ISNAD Berkman, Mehmet İlker - Aker, Çakır. “A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR”. Acta Infologica 7/2 (December 2023), 229-242. https://doi.org/10.26650/acin.1185840.
JAMA Berkman Mİ, Aker Ç. A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR. ACIN. 2023;7:229–242.
MLA Berkman, Mehmet İlker and Çakır Aker. “A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR”. Acta Infologica, vol. 7, no. 2, 2023, pp. 229-42, doi:10.26650/acin.1185840.
Vancouver Berkman Mİ, Aker Ç. A Shorter Form of the Game User Experience Satisfaction Scale in Turkish: GUESS-20-TR. ACIN. 2023;7(2):229-42.