A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C): Measuring the Cognitive, Emotional, Physical, and Social Demands of Video Games
Authors
Document Title
A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C): Measuring the Cognitive, Emotional, Physical, and Social Demands of Video Games
Document Information
- Subject Area: Video game user experience research, cross-language validation of measurement tools
- Keywords: Video games, user experience, demand scale, scale development, cross-cultural validation, game psychology, social interaction, emotional demand, cognitive challenge, physical demand
Research Background and Problem
- Identified Problem or Challenge: The existing Video Game Demand Scale (VGDS) has been validated in English and German contexts but has not been tested for other languages or cultural groups. There is no effective measurement tool for the rapidly growing Chinese-speaking video game players, particularly in Taiwan.
- Importance of the Problem: Chinese is the second most widely used language globally, and Taiwan is a key component of the Southeast Asian video game market. Creating a Chinese version of VGDS-C will help understand the gaming experiences of this linguistic group and promote cross-cultural research.
- Research Motivation and Related Work:
- Video games are considered multidimensional challenge experiences, encompassing cognitive, emotional, physical, and social demands.
- Previous studies on VGDS-E (English version) and VGDS-G (German version) have validated their effectiveness and demonstrated the strong impact of game demands on user entertainment experiences.
- This study aims to validate the measurement accuracy of VGDS-C and examine whether it can reflect the unique gaming behavior patterns and demands of Taiwanese players.
Solution
- Method or Solution:
- Translate VGDS from English to Traditional Chinese, ensuring translation accuracy through rigorous bidirectional translation and expert review.
- Use a sample of Taiwanese players (N=863) and validate the scale using multiple related measures (e.g., task load, effort level, entertainment outcomes).
- Extend the original research design, strictly adhering to previous sampling and analysis methods to ensure comparability with earlier results.
- Innovative Aspects:
- Develop and validate VGDS-C for Chinese-speaking player groups, contributing significantly to the study of non-Western video game player demands.
- Systematically address potential biases from language and cultural translation by optimizing the scale structure through exploratory factor analysis (EFA).
- Implementation Steps and Key Techniques:
- Translation and bidirectional validation of the VGDS-C scale.
- Online data collection from Taiwanese players, recording recent gaming experiences through surveys.
- Validation using structural equation modeling (SEM), including confirmatory factor analysis (CFA) and exploratory factor analysis (EFA).
- Examine the relationship between VGDS-C and other related variables (e.g., task load, effort level, gaming satisfaction).
Research Results
- Specific Results:
- VGDS-C successfully validated a five-dimensional structure (cognitive, emotional, physical control, physical exertion, social demands), retaining 22 items from the original scale.
- Significant factor associations were identified, confirming its reliability and validity in measuring game demands.
- VGDS-C demonstrated predictable correlations with task load, effort level, and entertainment experience indicators, proving its applicability across linguistic dimensions.
- Advantages:
- VGDS-C extends previous research on English and German versions, demonstrating the scale's stability across cultural and linguistic diversity.
- Provides a comprehensive overview of Chinese players' gaming behaviors and demands, serving as a reference tool for cross-cultural research.
- Experimental or Evaluation Results:
- Confirmatory factor analysis (CFA) showed good model fit (CFI=0.916, TLI=0.901, RMSEA=0.045).
- Exploratory factor analysis (EFA) effectively reconstructed the scale structure and removed problematic items.
- Most validation indicators aligned with previous studies, while some associations revealed unique cultural differences arising from language translation.
- Limitations and Future Directions:
- Translation issues related to "effort" suggest further optimization of semantic understanding to ensure accuracy.
- The dimensions of physical exertion and control demands had fewer items; future studies should expand the scale to enhance measurement in these areas.
- Further exploration of adjustments for different Chinese dialects or other cultural contexts is needed to test its universality.
Conclusion and Significance
This study developed and validated the Chinese version of the Video Game Demand Scale (VGDS-C), expanding the linguistic and cultural boundaries of video game demand research. In the context of the globalized gaming economy, this provides a robust measurement tool for cross-cultural user experience research and game design, laying a foundation for understanding complex player behaviors and multidimensional entertainment experiences. Future research can focus on refining the scale based on regional linguistic characteristics and user group demands, offering more theoretical and practical support for user experience design and behavioral studies.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- Can the Video Game Demand Scale be translated and validated in Traditional Chinese for measuring needs of players in Taiwan?Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
- How can VGDS-C effectively measure cognitive, emotional, physical, and social needs of Taiwanese players?Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
- Can cross-language measurement tools reveal cultural differences in player behavior while preserving original validity?Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
Practical Problems
1- Existing measurement tools cannot accurately measure gameplay experience needs of Chinese-speaking players.Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
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