Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS

Game UX & Player BehaviorSerious & Functional GamesRole-Playing & Narrative GamesGame Developers & DesignersAthletes & Fitness EnthusiastsEsports Athletes

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

  • 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.
  • Significance:

    • Understanding how challenge and demand influence player experience is crucial for game design and optimization, helping developers create more engaging games.
  • 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

  • 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.
  • 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.
  • 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

  • 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.
  • 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.
  • 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.
  • 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

  • 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.
  • Potential Applications:

    • The findings can be applied to game development, gamification in educational systems, and user experience improvements in virtual and mixed reality fields.

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https://hci.top/en/papers/chi/96492/2023

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DOI: https://doi.org/10.1145/3544548.3581409
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Source
CHI
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Year
2023
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Authors
3 authors
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Subtopics
Game UX & Player Behavior, Serious & Functional Games, Role-Playing & Narrative Games
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Game Developers & Designers, Athletes & Fitness Enthusiasts, Esports Athletes
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