FunQ

What does it measure?

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:

Definition of Fun

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.

FunQ Measures Fun Across Six Dimensions

  1. Autonomy: Gauges the sense of control over participation and the activity.
  2. Challenge: Monitors the level of challenge experienced.
  3. Delight: Assesses positive emotions and related desires.
  4. Immersion: Measures the immersive experience and loss of time and space.
  5. Loss of Social Barriers: Evaluates the impact on social connectivity.
  6. Stress: Keeps tabs on negative emotions, a key indicator for the absence of fun.


Key Features

  • Adolescent-Focused: Tailored for adolescents in design, content, and response format.
  • Comprehensive: Covers six crucial dimensions of the fun experience.
  • Itemized Evaluation: Consists of 18 items, with 3 items per dimension.
  • Easy Assessment: Utilizes a user-friendly 5-point Likert-type scale.


Discover the FunQ advantage and gain valuable insights into the fun value of your activities!

Adaptations

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.

Introducing FunQ-A

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.

Key Features of FunQ-A

  • Age-Appropriate Design: Crafted with adults in mind, maintaining the essence of the original FunQ.
  • Validation: Rigorously tested and validated to ensure accuracy and reliability for adult participants.
  • Diverse Insights: Get a deeper understanding of fun experiences, from multiple age groups.


Whether your audience is young or young at heart, FunQ has an adaptation that suits your age group. 

Languages

Discover FunQ in multiple languages! 

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!

FunQ

English

Designed and validated by:
Gabriella Tisza & Panos Markopoulos

FunQ

Dutch

Adapted and validated by:
Gabriella Tisza & Panos Markopoulos

FunQ

Spanish

Adapted and validated by:
Gabriella Tisza, Adrian Gollerizo & Panos Markopoulos

Can't find your preferred language? 

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!

FunQ-A

English

Adapted and validated by:
Gabriella Tisza, Benjamin Browning, Durwood Whitten & Panos Markopoulos

Benchmark study - Why contribute?

Share your anonymous data file with us to contribute to benchmark calculations. Your insights will play a vital role in refining and enhancing FunQ for everyone.

Global Impact


Help us break language barriers to measure the fun experience at diverse communities worldwide.

Enhance Accuracy


Your anonymized data contributes to the accuracy and reliability of FunQ for users everywhere.

Community Collaboration


Join a community of fun enthusiasts and contribute to the evolution of FunQ.

Related scientific papers

Validation study 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

Dutch and Spanish adaptation

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

Best practices for using FunQ

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.

Contact

Want to reach us?

Have a question?

Can't find your preferred language?

Happy to contribute to our project by sharing your anonymized data with us
for benchmark calculations?

Let us know!

 
 
 
 
 

Meet the TEAM behind

Gabriella Tisza

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.

Panos Markopoulos

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.

unsplash