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Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition

Research in human-computer interaction often requires the acquisition of self-reported data. Particularly concerning serious games, the interaction between the game and the user still holds many unknown aspects, partly due to the user's double role as player and learner. An easy way of collecting data consists of questionnaires, mostly employed in pen-and-paper or electronic form. In order to gather data points during game play, the player is interrupted, potentially causing unintentional side effects. We suggest an integration of questionnaires into games as game elements, in order to mitigate the effects of interruption. A serious game prototype with an integrated survey was implemented, and evaluated regarding its effects on the players' experience of presence.