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Influence of primacy, recency and peak effects on the game experience questionnaire

Published: 18 June 2019 Publication History

Abstract

When a participant is asked to evaluate a stimulus, the judgment is based on the remembered experience, which might be different from the actual experience. This phenomenon happens according to the theory that some moments of an experience such as the beginning, peak and the end of the experience have more impact on the memory. These moments can be recalled with a higher probability than the other parts of the experience, and some minor bad moments of experience might be forgotten or forgiven due to the rest of the good experiences. This paper, using a subjective study and emulating an artificial delay on participants' gameplay investigates the influence of these serial-position effects on the Game Experience Questionnaire (GEQ). The result shows that GEQ does not suffer from either recency, primacy or peak effects. However, when users are asked about the controllability and responsiveness of the games, the recency effect exists. The paper also shows that GEQ has the forgiveness effect and participants forgive or may forget a bad experience if it coincides with a considerable duration of a good experience.

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cover image ACM Conferences
MMVE '19: Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems
June 2019
53 pages
ISBN:9781450362993
DOI:10.1145/3304113
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 18 June 2019

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Author Tags

  1. QoE
  2. delay
  3. gaming
  4. primacy and recency effect
  5. quality of experience

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MMSys '19
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MMSys '19: 10th ACM Multimedia Systems Conference
June 18, 2019
Massachusetts, Amherst

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MMVE '19 Paper Acceptance Rate 9 of 18 submissions, 50%;
Overall Acceptance Rate 26 of 44 submissions, 59%

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  • (2024)Tempus Fugit: Unraveling Temporal Occurrence and Display Order Effects of Online Information on Employer ImpressionsMedia Psychology10.1080/15213269.2024.2401526(1-26)Online publication date: 12-Sep-2024
  • (2024)Trust dynamics in human interaction with an industrial robotBehaviour & Information Technology10.1080/0144929X.2024.231628444:2(266-288)Online publication date: 16-Feb-2024
  • (2023)The Effects of Latency and In-Game Perspective on Player Performance and Game ExperienceProceedings of the ACM on Human-Computer Interaction10.1145/36110707:CHI PLAY(1308-1329)Online publication date: 29-Sep-2023
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  • (2023)A QoE evaluation of augmented reality for the informational phase of procedure assistanceQuality and User Experience10.1007/s41233-023-00054-78:1Online publication date: 16-Feb-2023
  • (2022)The Game Experience Questionnaire: reliability and validity of the Web-based Revised Arabic Version (Preprint)JMIR Formative Research10.2196/42584Online publication date: 9-Sep-2022
  • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: 1-Jul-2022
  • (2022)An old game, new experience: exploring the effect of players’ personal gameplay history on game experienceUniversal Access in the Information Society10.1007/s10209-022-00872-022:3(757-769)Online publication date: 2-Mar-2022
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