FunQ is a go-to multidimensional tool for assessing the fun value of activities. Tailored specifically for adolescents in both design and content, FunQ is designed to measure fun based on the following definition:
Fun is a positive emotional experience during which the level of challenge meets the level of skills, one feels in control, loses the perception of time and space, lets go of social inhibitions, experiences low levels of stress, and is intrinsically motivated for the participation in the experience.
Discover the FunQ advantage and gain valuable insights into the fun value of your activities!
For FunQ, inclusivity is a priority. While the original FunQ was meticulously crafted for adolescents, we've worked on a version that is specially designed for and validated with adults.
Tailored with the same precision as its adolescent counterpart, the Adult version of FunQ promises a delightful exploration of fun across five dimensions. Validated and fine-tuned for the unique experiences of adults, this adaptation ensures a comprehensive assessment of the fun factor in leisure-time activities.
Whether your audience is young or young at heart, FunQ has an adaptation that suits your age group.
We believe fun knows no language barriers, hence, the measurement of it should not either. That's why FunQ is not just available but thoroughly validated in multiple languages. Still can't find your preferred language? Let us know!
Designed and validated by:
Gabriella Tisza & Panos Markopoulos
Adapted and validated by:
Gabriella Tisza & Panos Markopoulos
Adapted and validated by:
Gabriella Tisza, Adrian Gollerizo & Panos Markopoulos
We're on a mission to make FunQ accessible to everyone, regardless of language barriers. You can be a part of this exciting journey by helping us adapt FunQ to your language!
Scroll down to get in touch with us!
Adapted and validated by:
Gabriella Tisza, Benjamin Browning, Durwood Whitten & Panos Markopoulos
Help us break language barriers to measure the fun experience at diverse communities worldwide.
Your anonymized data contributes to the accuracy and reliability of FunQ for users everywhere.
Join a community of fun enthusiasts and contribute to the evolution of FunQ.
Tisza, G., Markopoulos, P. (2023) FunQ: Measuring the fun experience of a learning activity with adolescents. Current Psychology, 42, 1936–1956. https://doi.org/10.1007/s12144-021-01484-2
Tisza, G., Gollerizo, A., & Markopoulos, P. (2019). Measuring Fun with Adolescents: Introducing the Spanish and Dutch Adaptation of the FunQ. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY '19 Extended Abstracts). Association for Computing Machinery, New York, NY, USA, 715–722. https://doi.org/10.1145/3341215.3356265
Tisza, G. (2021). Assessing the Fun Experience with FunQ. 2021 IEEE/ACIS 20th International Fall Conference on Computer and Information Science (ICIS Fall), Xi'an, China, pp. 144-148, doi: 10.1109/ICISFall51598.2021.9627453.
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Dr. Gabriella Tisza studied Educational Psychology and Applied Statistics / Data Science, and obtained her PhD in 2023 at the Eindhoven University of Technology on the topic of the role of fun in learning. Her current research focus is on embedding smart technologies into the learning environment for the enhancement of self-regulated learning.
Prof. Panos Markopoulos studied Electrical Engineering and Computer Science, and obtained his PhD from Queen Mary University of London on the topic of Human-Computer interaction. He is a Full Professor at the Eindhoven University of Technology, Department of Industrial Design, and is currently working on ambient intelligence, behavior change support technology, sleep quality monitoring, end-user development, interaction design and children, and wearable rehabilitation technology.