Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)

被引:59
作者
Denisova, Alena [1 ]
Cairns, Paul [2 ]
Guckelsberger, Christian [3 ]
Zendle, David [2 ]
机构
[1] City Univ London, London EC1V 0HB, England
[2] Univ York, York YO10 5GH, N Yorkshire, England
[3] Queen Mary Univ London, London E1 4NS, England
关键词
Perceived challenge; Difficulty; Emotional challenge; Questionnaire; Player experience; PX; Game experience; Games user research; GUR; Digital games; Scale development; Scale validation; Measurement instrument; ITEM RESPONSE THEORY; SELF-DETERMINATION;
D O I
10.1016/j.ijhcs.2019.102383
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Challenge is a key element of digital games, but a clear conceptualisation and operationalisation of this player experience were long missing. This made it hard for game researchers to measure this experience in different video games across different skill sets and impeded the synthesis of challenge-related games research. To overcome this, we introduce a systematic, extensive, and reliable instrument to evaluate the level of players' perceived challenge in digital games. We conceptualise challenge based on a survey of related literature in games user research, design and AI, as well as interviews with researchers and players. Exploratory factor analysis (N=394) highlights four components of experienced challenge: performative, emotional, cognitive and decision-making challenge. Refinement of the items allowed us to devise the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS), which has been further validated in a study with nearly 1000 players. The questionnaire exhibits good construct validity for use by both game developers and researchers to quantify players' challenge experiences.
引用
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页数:15
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