Role-Playing Computer Game Engagement Scale Test

Understand how deeply role-playing games shape a teen’s mood, behavior, and focus in about 12 minutes. 64 items support screening, counseling, and progress tracking to flag risk or guide healthy use.
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Questions6412 minutes
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08:30
October 2, 2025
October 2, 2025
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How the Scales are Structured
example score
180/320
Role-Playing Computer Game Engagement (RCGE)
Measures how strongly a teenager is involved in role-playing video games and how much this involvement affects time, thoughts, and everyday interests.
Low engagement
Moderate engagement
High engagement
64104Low engagement105180Moderate engagement181320High engagement
A score of 180 indicates moderate engagement, suggesting role-playing games are a recurring interest but generally without a strong influence on other areas of life.
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DATA-BASED USER COHORTS
Who Usually Takes This Test?
Concerned parents of gamers
41%OF USERS
Parents of 13–15-year-olds use it to see whether role-playing games are a normal hobby or are starting to affect mood, sleep, school, or family life.
School psychologists and counselors
34%OF USERS
Specialists administer it in consultations or prevention programs to screen for risky involvement and track changes over time.
Curious teen role-players
25%OF USERS
Teens take it to understand how much RPGs occupy their thoughts and time and whether their gaming feels under control.
BASED ON AGGREGATED, ANONYMIZED DATA FROM TENS OF THOUSANDS OF FREUDLY USERS.
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Once you finish the test, your results will be compared with real-world data from people in your country.
Below is a preview of the benchmarks we use to place your score in context.
Level of engagement in role-playing video games (Loeirvg)
Average
226.7
Normal range
188265.4
min.
64
max.
320
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
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CLEAR ANSWERS TO COMMON QUESTIONS
Frequently Asked Questions

Any questions left?

What does the scale measure?
It measures the degree of engagement with role-playing video games, including time involvement and mental preoccupation. It also indicates whether gaming is a balanced leisure activity or shows signs of problematic involvement.
Who is the scale intended for?
It is designed for adolescents ages 13 to 15. Use outside this age range should be interpreted with caution.
How long does it take to complete and how many items are included?
Estimated completion time is about 12 minutes. The scale includes 64 items.
How should responses be given?
Answer each item based on typical behavior and feelings over recent weeks, not a single unusual day. Responses should be given without overthinking and without discussing items with others during completion.
How should results be used?
Results support screening and monitoring of changes over time and can guide decisions about prevention or further assessment. They do not provide a clinical diagnosis on their own.
WHAT THE TEST MEASURES
About This Assessment
Degree of immersion in role-playing video games Test

Role-Playing Computer Game Engagement Scale Test

This self-report questionnaire is used to evaluate engagement with role-playing computer games in adolescents. The Role-Playing Computer Game Engagement Scale provides a structured way to characterize how salient and absorbing game involvement is in the respondent’s daily life.

It contains 64 items and typically takes about 12 minutes to complete. Items are intended to capture subjective preoccupation and the extent to which gaming occupies time, attention, and priorities, supporting clinical or school-based screening and discussion rather than serving as a stand-alone diagnostic measure.

The Role-Playing Computer Game Engagement Scale was authored by C. S. Green and D. A. Gentile. Results may be used to inform case conceptualization, guide psychoeducation with youth and caregivers, and monitor change over time when incorporated into a broader assessment.

Author: C. S. Green, D. A. Gentile
Literature: Yee, N. The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In R. Schroeder & A.-S. Axelsson (Eds.), Avatars at work and play: Collaboration and interaction in shared virtual environments. Springer. 2006.
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