Psychometric Validation of the Game Experience Questionnaire (GEQ) Among Adolescents

Authors

  • Yahya M. Khatatbeh
  • Bandar S. Alzahrain

Keywords:

Game experience; Adolescents; Psychometric validation; Reliability; Measurement invariance; Arabic version

Abstract

The growing integration of digital gaming into adolescents’ everyday lives has important implications for education, learning, and student development, as game-based environments increasingly intersect with motivation, engagement, and digital behavior in school-age populations. However, research in Arab educational contexts lacks psychometrically sound instruments for assessing students’ multidimensional game experiences. This study aimed to validate the Arabic version of the Game Experience Questionnaire (GEQ) among adolescents within an Arab educational context. A cross-sectional psychometric validation design was employed with 380 middle-school students. The Arabic GEQ was examined using exploratory and confirmatory factor analyses, reliability testing through Cronbach’s alpha and McDonald’s omega, and assessment of convergent, discriminant, and gender-based measurement invariance. The findings supported a refined four-factor, 19-item structure consisting of Competence, Immersion, Positive Affect, and Involvement. The model demonstrated acceptable fit (?²/df = 2.79, RMSEA = 0.069, SRMR = 0.058), satisfactory reliability (? = 0.758–0.857; ? = 0.767–0.886), and acceptable construct validity. Full configural, metric, and scalar invariance across gender was established. The findings indicate that the Arabic GEQ provides a reliable, valid, and culturally appropriate measure of adolescent game experience across multiple dimensions of engagement. The study contributes to educational measurement by providing a reliable and culturally appropriate instrument for assessing adolescent game experience in Arab school contexts. The findings offer practical value for researchers, school counselors, and practitioners seeking to understand how digital gaming experiences relate to student engagement and psychosocial functioning.

https://doi.org/10.26803/ijlter.25.6.42

References

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). http://doi.org/10.1176/appi.books.9780890425596

Alsafran, M. A., Awad, Y. A., Alsaber, A., Almutairi, S., & Al-Kandari, A. (2026). Assessing gamification and corporate sustainability: the role of embracing digital transformation and open innovation in ecosystem. Management & Sustainability: An Arab Review, 5(2), 427-451.? http://doi.org/10.1108/MSAR-11-2024-0196

Blakemore, S.-J., & Mills, K. L. (2014). Is adolescence a sensitive period for sociocultural processing? Annual Review of Psychology, 65, 187–207. http://doi.org/10.1146/annurev-psych-010213-115202

Bopp, J. A., Mekler, E. D., & Opwis, K. (2016). Negative emotion, positive experience? Emotionally moving moments in digital games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (pp. 2996–3006). Association for Computing Machinery. http://doi.org/10.1145/2858036.2858227

Bopp, J. A., Vornhagen, J. B., & Mekler, E. D. (2021). “My soul got a little bit cleaner”: Art experience in videogames. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 1–19. http://doi.org/10.1145/3474664

Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009). The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology, 45(4), 624–634. http://doi.org/10.1016/j.jesp.2009.02.016

Casey, B., Simmons, C., Somerville, L., & Baskin-Sommers, A. (2022). Making the sentencing case: Psychological and neuroscientific evidence for expanding the age of youthful offenders. Annual Review of Criminology, 5(1), 321–343. http://doi.org/10.1146/annurev-criminol-030920-012711

Chen, F. F. (2007). Sensitivity of goodness of fit indexes to lack of measurement invariance. Structural Equation Modeling: A Multidisciplinary Journal, 14(3), 464–504. http://doi.org/10.1080/10705510701301834

Zhou, J. Z., Rekola, H. R., Sormunen, M., & Mäki-Opas, T. (2026). Structural Validation and Measurement Invariance of the HLS-Q12 Health Literacy Instrument in Finnish Adults: Comparing Traditional and Alignment Methods. International Journal of Public Health. http://doi.org/10.3389/ijph.2026.1609337

Colton, E., McLean, C., Anderson, A., Hanegraaf, L., & Verdejo-Garcia, A. (2026). Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation. JMIR Serious Games, 14, e79784. https://doi.org/10.2196/79784

Damaiyanti, S., Colton, E., McLean, C., Anderson, A., Hanegraaf, L., & Verdejo-Garcia, A. (2026). Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation. JMIR Serious Games, 14, e79784. http://doi.org/10.2196/79784

Baskara, A. R., Noor, M. F., & Maulida, M. A. (2025). Evaluation of user experience in the game “Night’s Reach” using the Game Experience Questionnaire (GEQ). Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM), 31–42. http://doi.org/10.20527/jtiulm.v10i1.463

Da Silva, F. F., Machado, L. D. S., Leal, G. C. L., & Balancieri, R. (2026). UX Design in Digital Game Development: A Systematic Literature Review and Research Agenda.IEEEAccess,14,7339–7364. http://doi.org/10.1109/ACCESS.2026.3652449

Denisova, A., Bopp, J. A., Nguyen, T. D., & Mekler, E. D. (2021). “Whatever the emotional experience, it’s up to them”: Insights from designers of emotionally impactful games. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Article 120). Association for Computing Machinery. http://doi.org/10.1145/3411764.3445286

Denisova, A., Nordin, A. I., & Cairns, P. (2016). The convergence of player experience questionnaires. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 33–37). Association for Computing Machinery. http://doi.org/10.1145/2967934.2968095

Dombrovskis, V., et al. (2025). Extending the Game Immersion Questionnaire to Online Users. Frontiers in Psychology. http://doi.org/10.3389/fpsyg.2025.1473821

Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39–50. http://doi.org/10.1177/002224378101800104

Fischer, R., Karl, J. A., Luczak-Roesch, M., & Hartle, L. (2025). Why We Need to Rethink Measurement Invariance: The Role of Measurement Invariance for Cross-Cultural Research. Journal of Cross-Cultural Psychology, 59(2), 147–179. http://doi.org/10.1177/10693971241312459

Iffaturrahman, M., & Purnamasari, D. A. (2025). Evaluation of the user experience of the game Aaron Lost in the Jungle using the Game Experience Questionnaire (GEQ). Journal of Applied Multimedia and Networking, 9(1), 56–67. http://doi.org/10.30871/jamn.v9i1.10242

Khatatbeh, H., Khatatbeh, Y., Pakai, A., & Khatatbeh, M. (2025). Beyond the screen: A social cognitive theory perspective on gender, online gaming, and social well-being in Jordan. Italian Journal of Pediatrics, 51(1), 324. http://doi.org/10.1186/s13052-025-02162-w

Kim, H. S., Son, G., Roh, E.-B., Ahn, W.-Y., Kim, J., Shin, S.-H., Chey, J., & Choi, K.-H. (2022). Prevalence of gaming disorder: A meta-analysis. Addictive Behaviors, 126, 107183. http://doi.org/10.1016/j.addbeh.2021.107183

Law, E. L.-C., Brühlmann, F., & Mekler, E. D. (2018). 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). Association for Computing Machinery. http://doi.org/10.1145/3242671.3242683

Luján-Barrera, A., Cervera-Ortiz, L., & Chóliz, M. (2025). In-game need satisfaction, frustration, and gaming addiction patterns across subgroups of adolescents through structural equation modeling: Cross-sectional and instrument validation study of the Youth Gaming Experience Scales. JMIR Serious Games, 13, e63612. http://doi.org/10.2196/63612

MacCallum, R. C., & Austin, J. T. (2000). Applications of structural equation modeling in psychological research. Annual Review of Psychology, 51(1), 201–226. https://doi.org/10.1146/annurev.psych.51.1.201

Milfont, T. L., & Fischer, R. (2010). Testing measurement invariance across groups: Applications in cross-cultural research. International Journal of Psychological Research, 3(1), 111–130. http://doi.org/10.21500/20112084.857

Ng, Y.Y., Nathan, R.J. & Khong, C.W. Affective game design elements for deep player engagement in indie games. Univ Access Inf Soc 25, 15 (2026). http://doi.org/10.1007/s10209-025-01291-7

Paquin, V., Tremblay, J., Geoffroy, M. C., & colleagues. (2025). Understanding the game experiences and mental health of youth: Protocol for the Game-in-Action Quebec cohort study. BMJ Open, 15(9), e103685. http://doi.org/10.1136/bmjopen-2025-103685

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

Putnick, D. L., & Bornstein, M. H. (2016). Measurement invariance conventions and reporting: The state of the art and future directions for psychological research. Developmental Review, 41, 71–90. http://doi.org/10.1016/j.dr.2016.06.004

Putra, G. A., & Kurniawati, M. (2026). Enhanching Gamer Loyalty: Role of Immersiveness and Parasocial Relationship with NPC Characters in Narrative Games. Advances in Business & Industrial Marketing Research, 4(2), 152-166.? http://doi.org/10.60079/abim.v4i2.794

Rebhi, M., Ben Aissa, M., Tannoubi, A., Saidane, M., Guelmami, N., Puce, L., Chen, W., Chalghaf, N., Azaiez, F., & Zghibi, M. (2023). Reliability and validity of the Arabic version of the Game Experience Questionnaire: Pilot questionnaire study. JMIR Formative Research, 7, e42584. http://doi.org/10.2196/42584

Richardson, G. B., Bates, D. G., McLaughlin, L. E., McGee, N., Tse, W. W.-Y., & Lai, M. H. (2025). Are higher-order constructs in evolutionary psychology attributable to omitted cross-loading bias? An exploratory structural equation modeling approach. Human Nature, 36(2), 257–280. https://doi.org/10.1007/s12110-025-09497-7

Sabet, S. S., Griwodz, C., & Möller, S. (2019). Influence of primacy, recency and peak effects on the game experience questionnaire. In Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems (pp. 22–27). Association for Computing Machinery. http://doi.org/10.1145/3304113.3326113

Sinnari, D. (2022). The effect of cultural narrative and audiovisual design on player immersion: An experimental approach. SSRN. http://doi.org/10.2139/ssrn.5482183

Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6), 553–568. http://doi.org/10.1177/0004867420962851

Vandenberg, R. J., & Lance, C. E. (2000). A review and synthesis of the measurement invariance literature: Suggestions, practices, and recommendations for organizational research. Organizational Research Methods, 3(1), 4–70. http://doi.org/10.1177/109442810031002

Xuning, Y., & Jimin, Z. (2026). Effects of Gamification and Immersive Technology on Museum Learning: A User-Centered Empirical Study. International Journal of Research and Innovation in Social Science (IJRISS), 10(2).? http://doi.org/10.47772/IJRISS.2026.10200350

Downloads

Published

2026-06-30

How to Cite

Khatatbeh, Y. M. ., & Alzahrain, B. S. . (2026). Psychometric Validation of the Game Experience Questionnaire (GEQ) Among Adolescents. International Journal of Learning, Teaching and Educational Research, 25(6), 983–1003. Retrieved from https://www.ijlter.net/index.php/ijlter/article/view/2929

Issue

Section

Articles