Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS
Authors
Title of the Paper
Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS
Paper Information
- Subject Area: Research on video game player experience, focusing on quantitative measures of perceived challenge and demand
- Keywords: Video games, challenge, demand, player experience, questionnaire
Research Background and Problem
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Identified Challenges:
- Perceived challenge and demand are key experiences in game design, but current understanding of these experiences is limited.
- The gaming industry primarily relies on low-structured manual testing, making it difficult to systematically measure video game experiences.
- Two player experience scales (CORGIS and VGDS) are rooted in different academic domains, and it is unclear whether their dimensions overlap.
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Significance:
- Understanding how challenge and demand influence player experience is crucial for game design and optimization, helping developers create more engaging games.
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Motivation and Related Work:
- CORGIS is based on Human-Computer Interaction (HCI), measuring perceived challenge across cognitive, emotional, performance, and decision-making dimensions.
- VGDS stems from media and communication studies, measuring perceived demand across cognitive, emotional, controller, physical, and social dimensions.
- The two scales appear to have similar dimensional structures, and researchers hypothesize potential overlap, which requires empirical validation.
Solution
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Research Methods:
- Compare two theoretical models: a fully overlapping five-factor structure model and a non-overlapping nine-factor structure model.
- Recruit 1,101 players to complete an online survey, recalling their recent gaming experiences and completing the two scales.
- Use Confirmatory Factor Analysis (CFA) and Exploratory Factor Analysis (EFA) to test the two models.
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Innovations:
- Combine theoretical perspectives from two domains to analyze player experience.
- Provide a more comprehensive approach to understanding the conceptual dimensions of perceived challenge and demand.
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Implementation Steps and Techniques:
- Define the questionnaire and analysis plan.
- Collect player data using the measurement tools (CORGIS and VGDS).
- Apply statistical tools (SPSS and R) for factor analysis to uncover the latent dimensions of the combined scales.
Research Findings
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Specific Findings:
- Neither the fully overlapping five-factor model nor the non-overlapping nine-factor model could be validated.
- A seven-factor model was established through exploratory factor analysis, including the following dimensions:
- Cognitive Dimension
- Emotional Dimension
- Controller Dimension
- Physical Dimension
- Social Dimension
- Performance Dimension (from CORGIS)
- Decision-Making Dimension (from CORGIS)
- The seven-factor model provides a more comprehensive understanding of player experience and highlights the unique perspectives of CORGIS and VGDS.
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Advantages Compared to Existing Solutions:
- Integrates the research methods and theoretical foundations of both scales.
- Identifies two independent but complementary player experience concepts: perceived challenge and demand.
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Experimental and Evaluation Results:
- Data selection met sampling standards for factor analysis.
- The seven-factor structure was validated through exploratory factor analysis, demonstrating strong internal consistency.
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Limitations and Future Directions:
- The current study is based on exploratory analysis and may be influenced by sample specificity, requiring further validation to enhance generalizability.
- Potential directions include developing a comprehensive scale or improving existing scales to capture a broader range of player experiences.
- Data collection methods could be refined to require players to report gaming experiences immediately, reducing recall bias.
- The sample was skewed toward male players, and future studies should ensure more diverse samples.
Conclusion
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Comprehensive Understanding:
- Both CORGIS and VGDS scales capture the concepts of perceived challenge and demand but exhibit unique and complementary characteristics.
- An innovative seven-factor model is proposed to interpret player experiences in video games.
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Potential Applications:
- The findings can be applied to game development, gamification in educational systems, and user experience improvements in virtual and mixed reality fields.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- In video games, do CORGIS and VGDS scales overlap in measuring perceived challenge and demand dimensions?Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
- Can a more comprehensive model be created by exploratory factor analysis merging dimensions of both scales?Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
- Can a seven-factor model more accurately explain players' perceived challenge and demand experiences?Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
Practical Problems
1- Game developers struggle to systematically measure players' perceived challenge and demand experiences.Category: Gameplay, Player Behavior, and Engagement ExperienceSimilar questionsarrow_forward
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