D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games

D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games
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D3.3:游戏体验问卷:制定自我报告措施来评估数字游戏的心理影响

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发表时间:
2007
期刊:
影响因子:
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通讯作者:
W. IJsselsteijn
W. IJsselsteijn
中科院分区:
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文献类型:
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作者:
K. Poels;D. Kort;W. IJsselsteijn

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目前的报告描述了游戏体验问卷的开发,这是一种自我报告测量,旨在全面可靠地描述玩数字游戏的多方面体验。它的开发和评估要先于FUGA项目中其他游戏体验指标的测试,因为它将用于评估这些指标的有效性。FUGA项目中所有合作伙伴所做的理论工作(可交付成果2.1)为该规模的发展提供了坚实而广泛的基础。此外,还审查了有关的科学文献,以寻找可能补充这项工作的任何概念化,以及可能作为项目编制起点或灵感的现有量表。此外,我们还在针对不同类型玩家的焦点小组访谈中收集了经验数据。这些访谈作为比较科学概念和第一手经验的外行描述的测试。它们还被用作项目拟订阶段选择措词的参考指南。游戏体验问卷采用模块化结构,包括:核心问卷(GEQ)。这是游戏体验问卷的核心,探究玩家游戏体验的多个组成部分。2. 游戏后问卷(PGQ),调查玩家在游戏后的体验和任何后续影响。3. 社交存在模块(social presence module, SPGQ),探究玩家与合作玩家的体验和参与。这三个列表将在游戏结束后进行管理。此外,游戏中还开发了一个简短的GEQ版本,即iGEQ,用于在游戏过程中多次探测游戏中的体验。通过大规模问卷调查,对问卷的长表(约100条)进行检验,并对问卷的因素结构进行探讨。因子分析为量表提供了一个结构,根据理论考虑,它很有意义,子量表都很容易解释。随后的信度测试产生了令人满意的高内部一致性的稳健子量表。随后进行了进一步的勘探,以检查所开发措施的灵敏度和有效性。统计分析明确表明,GEQ和附加模块足够敏感,能够发现玩家、游戏类型、游戏特征和游戏社交背景之间的差异。这些发现已经为该领域的学者提供了新的见解。游戏体验问卷现在已经准备好翻译并用于FUGA实验。
The current report describes the development of the Game Experience Questionnaire, a self-report measure that aims to comprehensively and reliably characterise the multifaceted experience of playing digital games. Its development and evaluation precede the testing of the other measures of game experience targeted in the FUGA project, as it will be employed for evaluating validity of these measures. The theoretical work performed by all partners in the FUGA project (Deliverable 2.1) provided a firm and broad basis for the development of the scale. In addition, relevant scientific literature was reviewed for any conceptualisations that might complement this work and for existing scales that might serve as a starting point or inspiration for item formulation. Furthermore, empirical data was gathered during focus group interviews with different types of gamers. These interviews served as a test for comparing scientific conceptualisations and lay descriptions of first-hand experiences. They were also used as a reference guide on choice of wording in the item formulation phase. The Game experience questionnaire is developed with a modular structure, consisting of: 1. The core questionnaire (GEQ). This is the heart of the Game Experience Questionnaire, probing multiple components of players’experience while gaming. 2. The post-game questionnaire (PGQ), probing gamers’experience after the gaming session and any after effects. 3. The social presence module (SPGQ), probing gamers’experience of and involvement with their co-player(s). These three lists are to be administered after the gaming session has ended. Additionally, a short in- game version of the GEQ was developed, the iGEQ, for probing in-game experience multiple times during a gaming session. A large scale survey was performed to test the long list (>100 items) and explore the factor structure of the questionnaires. Factor analyses provided a structure for the scale that made good sense in the light of theoretical considerations, with subscales that were all easy to interpret. Subsequent reliability tests resulted in the construction of robust subscales with satisfactory to high internal consistencies. Additional explorations were subsequently performed to check sensitivity and validity of the developed measures. Statistical analyses firmly demonstrated that the GEQ and additional modules were sensitive enough to pick up differences between gamers, game types, play characteristics, and social context of play. The findings already provide new insights to scholars in the field. The Game Experience Questionnaire is now ready to be translated and used in FUGA experimentations.