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 editorsVahlo, Jukka; Karhulahti, Veli-Matti

Journal or seriesInternational Journal of Human-Computer Studies

ISSN1071-5819

eISSN1095-9300

Publication year2020

Volume143

Article number102473

PublisherElsevier

Publication countryUnited Kingdom

Publication languageEnglish

DOIhttps://doi.org/10.1016/j.ijhcs.2020.102473

Publication open accessOpenly available

Publication channel open accessPartially 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.


Keywordsgame researchvideo gamesplayers (non-music)challengesmotivation (mental objects)psychometrics

Free keywordschallenge; survey; exploratory factor analysis; confirmatory factor analysis; scale validation; player preferences


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Ministry reportingYes

Reporting Year2020

JUFO rating3


Last updated on 2024-22-04 at 12:14