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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


OKM-raportointi: Kyllä

Raportointivuosi: 2020

JUFO-taso: 3


Viimeisin päivitys 2021-07-07 klo 21:35