The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Nick Ballou , Alena Denisova , Richard Ryan , C. Scott Rigby , Sebastian Deterding
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Abstract

Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in research on what makes video games so engaging, and how they might support or undermine user wellbeing. However, existing measures of basic psychological needs in games have important limitations—they either do not measure need frustration, or measure it in a way that may not be appropriate for the video games domain, they struggle to capture feelings of relatedness in both single- and multiplayer contexts, and they often lack validity evidence for certain contexts (e.g., playtesting vs experience with games as a whole). In this paper, we report on the design and validation of a new measure, the Basic Needs in Games Scale (BANGS), whose 6 subscales cover satisfaction and frustration of each basic psychological need in gaming contexts. The scale was validated and evaluated over five studies with a total of 1246 unique participants. Results supported the theorized structure of the scale and provided evidence for discriminant, convergent and criterion validity. Results also show that the scale performs well over different contexts (including evaluating experiences in a single game session or across various sessions) and over time, supporting measurement invariance. Further improvements to the scale are warranted, as results indicated lower reliability in the autonomy frustration subscale, and a surprising non-significant correlation between relatedness satisfaction and frustration. Despite these minor limitations, BANGS is a reliable and theoretically sound tool for researchers to measure basic needs satisfaction and frustration with a degree of domain validity not previously available.

游戏中的基本需求量表(BANGS):调查积极和消极电子游戏体验的新工具
玩家对自主性、能力和相关性的基本心理需求是研究电子游戏为何如此吸引人以及它们如何支持或损害用户福祉的最常用的概念之一。然而,现有的游戏中基本心理需求的测量方法有很大的局限性--它们要么没有测量需求挫败感,要么测量的方式可能不适合电子游戏领域,它们难以捕捉单人和多人游戏情境中的关联感,而且它们往往缺乏特定情境(如游戏测试与游戏整体体验)的有效性证据。在本文中,我们报告了一种新量表--游戏中的基本需求量表(BANGS)--的设计和验证情况,该量表的 6 个分量表涵盖了游戏情境中每种基本心理需求的满足感和挫败感。该量表经过了五项研究的验证和评估,共有 1246 人参与。结果支持量表的理论结构,并提供了判别效度、收敛效度和标准效度的证据。研究结果还表明,该量表在不同情境(包括评估单次游戏体验或不同游戏体验)和不同时间内均表现良好,支持测量不变性。由于结果显示自主性挫折感子量表的可靠性较低,而且令人惊讶的是,亲缘关系满意度与挫折感之间的相关性并不显著,因此有必要进一步改进该量表。尽管存在这些小的局限性,但对于研究人员来说,BANGS 是一种可靠的、理论上合理的工具,可用于测量基本需求满意度和挫折感,其领域效度是以前所没有的。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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