A1 Journal article (refereed)
Challenge types in gaming validation of video game challenge inventory (CHA) (2020)
Vahlo, J., & Karhulahti, V.-M. (2020). Challenge types in gaming validation of video game challenge inventory (CHA). International Journal of Human-Computer Studies, 143, Article 102473. https://doi.org/10.1016/j.ijhcs.2020.102473
JYU authors or editors
Publication details
All authors or editors: Vahlo, Jukka; Karhulahti, Veli-Matti
Journal or series: International Journal of Human-Computer Studies
ISSN: 1071-5819
eISSN: 1095-9300
Publication year: 2020
Volume: 143
Article number: 102473
Publisher: Elsevier
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.1016/j.ijhcs.2020.102473
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/70869
Web address of parallel published publication (pre-print): https://jyx.jyu.fi/handle/123456789/69320
Abstract
Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article answers the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a comprehensive review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N=813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey data (N=536). The second EFA suggested a four-factor structure very similar to the first EFA. A confirmatory factor analysis was executed after an item screening process with a 12-item version of CHA via UK-based survey data (N=1,463). The 12-CHA had an acceptable fit to the data, and the model passed construct, convergent, and discriminant validity tests. Finally, the usefulness of the validated 12-CHA is shown by connecting the discovered challenges and their preferences to known videogame play motivations and to habits of playing specific videogame genres.
Keywords: game research; video games; players (non-music); challenges; motivation (mental objects); psychometrics
Free keywords: challenge; survey; exploratory factor analysis; confirmatory factor analysis; scale validation; player preferences
Contributing organizations
Related projects
- Centre of Excellence in Game Culture Studies
- Koskimaa, Raine
- Research Council of Finland
Ministry reporting: Yes
Reporting Year: 2020
JUFO rating: 3