Factor Analysis of a Generalized Video Game Experience Measure

Jessica Williams, Rhyse Bendell, Stephen M. Fiore, Florian Jentsch
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Abstract

Video gaming experience has been found to impact behavior and performance on experimental tasks, can influence cognitive processes, and may even transfer to proficiency in novel tasks. There is a growing need for an empirically validated generalizable tool that can capture differences in participants gaming experience due to the growing representation of regular video gamers, and the proliferation of gamified, simulated task environments. The analyses reported here examine the factor loadings of a general Video Game Experience Measure (VGEM) designed to tap facets of gaming experience that can distinguish non-gamers from gamers and is also sensitive to varying levels of proficiency. Results from exploratory and confirmatory factor analyses find support for a five-factor model capturing: Game-skill Confidence, Gaming Lifespan, Gaming Intensity, Gaming Frequency, and Gamer Self-efficacy. These findings are discussed in the context of how the VGEM can support research using gamified task environments requiring the study of cognition and collaboration.
广义电子游戏体验测量的因素分析
人们发现,电子游戏体验会影响实验任务中的行为和表现,影响认知过程,甚至可能影响对新任务的熟练程度。由于普通电子游戏玩家的不断增加,以及游戏化、模拟任务环境的扩散,我们越来越需要一种经验验证的可推广工具来捕捉参与者游戏体验的差异。本文的分析报告检查了通用电子游戏体验测量(VGEM)的因素负载,该测量旨在挖掘游戏体验的各个方面,可以区分非玩家和玩家,并且对不同的熟练程度也很敏感。探索性和验证性因素分析的结果发现了一个五因素模型的支持:游戏技能自信、游戏寿命、游戏强度、游戏频率和玩家自我效能。这些发现是在VGEM如何支持需要研究认知和协作的游戏化任务环境的研究的背景下讨论的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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