Video Game Quiz

How the Scales are Structured
Who Usually Takes This Test?
See How You Compare
Below is a preview of how scores are typically distributed across each scale.
Example Questions From the Test
- No
- A little
- Yes, generally
- Yes, clearly (unique characters/abilities/roles)
- No
- I might be mixing it up with something else
- Yes, generally
- Yes, clearly and accurately
- No
- I know it's a graphics thing but not specifics
- I know what it generally does
- I can explain it and give examples (reflections/lighting/shadows)
Video Game Quiz - Description and methodology of the test
For players, learners, and curious fans who want a clearer picture of their gaming knowledge, this video game quiz can support self-directed learning. As a gaming knowledge assessment, it helps you choose whether to revisit unfamiliar terminology, explore a historical topic, practise reading game systems, or follow a question raised by your own responses.
What This Assessment Explores
The questionnaire maps video game knowledge through landmark releases, console eras, characters, franchises, genre vocabulary, and gaming history. It also includes crafting, procedural generation, matchmaking, checkpoints, and turn-based combat.
Practical scenarios about game mechanics add an applied dimension to the assessment, involving boss tactics, battle-royale positioning, lane safety, resource management, and team objectives. The mix reflects both remembered information and applied game sense.
It reports three dimensions:
- Gaming History & Retro (0-20) measures familiarity with older eras and context: Retro Rookie (0-6), Retro Familiar (7-13), or Retro Historian (14-20).
- Modern Hits & Mechanics (0-20) measures current game knowledge and applied systems sense: Foundations (0-7), Solid (8-14), or Expert (15-20).
- Overall Game Knowledge (0-30) measures broader trivia and scenario performance: Developing (0-12), Solid (13-22), or Expert (23-30).
Together, the profile shows whether knowledge is strongest in history, modern play, or both.
Methodology and Scientific Basis
Responses use self-rated confidence, agreement, and familiarity choices alongside scenario questions with practical answer choices. This format samples declarative knowledge-terms, titles, eras, and relationships-and makes game mechanics knowledge concrete through applied judgment in game situations.
The questionnaire reports three displayed scale scores; higher scores represent stronger knowledge in the relevant area. The bands are descriptive categories for this questionnaire. Because the items combine trivia-style knowledge with practical scenarios, the profile is best read as a picture of the areas sampled.
The evidence base is conceptually aligned with Manzano-León et al. (2025), which reports validation work on video game literacy instruments. Rosenberg (2011) supports treating gaming literacy as a measurable construct, and Gee (2007) provides a broader learning-and-literacy framework for understanding games. This questionnaire is consistent with those works, not an adaptation or reproduction of them.
Results can be influenced by self-report, current interests, and assumptions built into scenario answers, so an unfamiliar genre or platform may lower a score without indicating limited gaming ability.
- Manzano-León, A., Vilasís-Pamos, J., & Oceja, J. (2025). Design and Validation of Four Instruments to Assess Video Game Literacy in Secondary Education. International Journal of Game-Based Learning, 15(1), 1-20. 10.4018/IJGBL.395345
- Rosenberg, K. A. (2011). Gaming Literacy: Construct Validation and Scale Construction. Master's thesis, University of South Florida.
- Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed., revised and updated). Palgrave Macmillan.
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