A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
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-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Vahlo, Jukka; Karhulahti, Veli-Matti
Lehti tai sarja: International Journal of Human-Computer Studies
ISSN: 1071-5819
eISSN: 1095-9300
Julkaisuvuosi: 2020
Volyymi: 143
Artikkelinumero: 102473
Kustantaja: Elsevier
Julkaisumaa: Britannia
Julkaisun kieli: englanti
DOI: https://doi.org/10.1016/j.ijhcs.2020.102473
Julkaisun avoin saatavuus: Avoimesti saatavilla
Julkaisukanavan avoin saatavuus: Osittain avoin julkaisukanava
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/70869
Rinnakkaistallenteen verkko-osoite (pre-print): https://jyx.jyu.fi/handle/123456789/69320
Tiivistelmä
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.
YSO-asiasanat: pelitutkimus; videopelit; pelaajat; haasteet (ongelmat); motivaatio; psykometriikka
Vapaat asiasanat: challenge; survey; exploratory factor analysis; confirmatory factor analysis; scale validation; player preferences
Liittyvät organisaatiot
Hankkeet, joissa julkaisu on tehty
- Pelikulttuurien tutkimuksen huippuyksikkö
- Koskimaa, Raine
- Suomen Akatemia
OKM-raportointi: Kyllä
Raportointivuosi: 2020
JUFO-taso: 3