Analysis of the User Experience of Auto-Battler Magic Chess: Go Go Game using Game Experience Questionnaire (GEQ)

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Authors: Vivi Indriyani Mufti Afifah, Adnan Purwanto, Bayu Rizkya Pratama, Nila Ayu Anggraeni
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Abstract

This study aims to analyze the user experience (User Experience/UX) in the mobile auto-battler game Magic Chess: Go Go using the Game Experience Questionnaire (GEQ) instrument of the Post-Game module. The study used a descriptive quantitative approach with 100 respondents obtained through the distribution of an online questionnaire. Data were analyzed using descriptive statistics with average calculations, frequency distribution, and Respondent Achievement Rate (TCR). The results showed that the Positive Experience dimension obtained the highest average score (4.14; TCR of 83%) in the Very Good category, indicating that the majority of players feel satisfied, happy, and entertained after playing. Meanwhile, the Negative Experience dimension (2.45; TCR 49%), Tiredness (2.63; TCR 53%), and Returning to Reality (2.72; TCR of 54%) is in the Sufficient category, suggesting that players experienced mild frustration, cognitive fatigue, reduced focus, and minor difficulty transitioning back to daily activities after gameplay. These findings imply that although the game provides strong positive emotional engagement, developers should consider improving balance mechanisms, reducing repetitive gameplay load, and managing in-game intensity to minimize negative psychological effects and maintain long- term player retention.

Fields of Study & Subjects

Digital Games and Media Educational Games and Gamification Flow Experience in Various Fields

Publication details

Journal / source
Proceedings of the National Conference on Electrical Engineering Informatics Industrial Technology and Creative Media
Volume
2025
Issue
1
Pages
105–109
Publication date
28 January 2026