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. 2020 Jul 15;2(6):555–562. doi: 10.1016/j.cjco.2020.07.006

Table 5.

Summary of the game engagement and experience questionnaires

Positive/negative enjoyment measure Game
Favorite
DC
KF
Mean SD Mean SD Mean SD
Positive
Engagement 1.82 0.67 0.95 0.7 1.39 0.37
Competence 3.11 0.59 1.99 1.17 2.53 1
Immersion 2.76 0.94 1.19 1.18 2.47 1.06
Flow 2.1 1.08 1.08 0.94 1.56 0.87
Challenge 1.72 1.08 1.31 0.95 1.76 0.73
Positive affect 3.51 0.42 2.1 1.46 3.12 0.82
Negative
Tension/annoyance 0.88 1.04 0.82 0.67 0.96 0.59
Negative affect 1.04 0.9 1.42 0.78 1.07 0.46

n = 19, except for DC, n = 18, and for KF, n = 16 (for KF Engagement n = 17).

DC, Dance Central Spotlight; Favorite, subject’s personal favorite; KF, Kung-Fu for Kinect; SD, standard deviation.

A score of 4 represents the most-positive experience.

P ≤ 0.05 vs Favorite (repeated-measures analysis of variance with Bonferroni pairwise testing).

A score of 0 represents the least-negative experience.