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.
Fitzgerald, A., Huang, S., Sposato, K., Wang, D., Claypool, M., & Agu, E. (2020). The exergame enjoyment questionnaire (EEQ): an instrument for measuring exergame enjoyment. Proceedings of the Hawaii International Conference on System Sciences (HICSS). http://hdl.handle.net/10125/64158
*denotes a WPI undergraduate student author