TY - GEN
T1 - Comparing Measures of Perceived Challenge and Demand in Video Games
T2 - 2023 CHI Conference on Human Factors in Computing Systems, CHI 2023
AU - Flint, Alex
AU - Denisova, Alena
AU - Bowman, Nick
N1 - Publisher Copyright:
© 2023 ACM.
PY - 2023/4/19
Y1 - 2023/4/19
N2 - Measuring perceived challenge and demand in video games is crucial as these player experiences are essential to creating enjoyable games. Two recent measures that identified seemingly distinct structures of challenge (Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) - cognitive, emotional, performative, decision-making) and demand (Video Game Demand Scale (VGDS) - cognitive, emotional, controller, exertional, social) have been theorised to overlap, reflecting the five-factor demand structure. To investigate the overlap between these two scales we compared a five (complete overlap) and nine-factor (no overlap) model by surveying 1,101 players asking them to recall their last gaming experience before completing CORGIS and VGDS. After failing to confirm both models, we conducted an exploratory factor analysis. Our findings reveal seven dimensions, where the five-factor VGDS model holds alongside two additional CORGIS dimensions of performative and decision-making, ultimately providing a more holistic understanding of the concepts whilst highlighting unique aspects of each approach.
AB - Measuring perceived challenge and demand in video games is crucial as these player experiences are essential to creating enjoyable games. Two recent measures that identified seemingly distinct structures of challenge (Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) - cognitive, emotional, performative, decision-making) and demand (Video Game Demand Scale (VGDS) - cognitive, emotional, controller, exertional, social) have been theorised to overlap, reflecting the five-factor demand structure. To investigate the overlap between these two scales we compared a five (complete overlap) and nine-factor (no overlap) model by surveying 1,101 players asking them to recall their last gaming experience before completing CORGIS and VGDS. After failing to confirm both models, we conducted an exploratory factor analysis. Our findings reveal seven dimensions, where the five-factor VGDS model holds alongside two additional CORGIS dimensions of performative and decision-making, ultimately providing a more holistic understanding of the concepts whilst highlighting unique aspects of each approach.
KW - Video games
KW - challenge
KW - demand
KW - player experience
KW - questionnaires
UR - http://www.scopus.com/inward/record.url?scp=85160014287&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85160014287&partnerID=8YFLogxK
U2 - 10.1145/3544548.3581409
DO - 10.1145/3544548.3581409
M3 - Conference contribution
AN - SCOPUS:85160014287
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2023 - Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 23 April 2023 through 28 April 2023
ER -