比较电子游戏中的感知挑战和需求:探讨CORGIS和VGDS的概念维度

Alexander Flint, A. Denisova, N. Bowman
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引用次数: 2

摘要

衡量电子游戏中的感知挑战和需求至关重要,因为这些玩家体验对于创造有趣的游戏至关重要。最近有两种方法能够识别出看似不同的挑战结构(游戏邦注:源自近期游戏玩法互动量表(CORGIS)—-认知、情感、行为和决策)和需求(电子游戏需求量表(VGDS)—-认知、情感、控制、努力和社交),这两种方法在理论上是重叠的,反映了五要素需求结构。为了调查这两个量表之间的重叠,我们通过调查1101名玩家,让他们回忆在完成CORGIS和VGDS之前的最后一次游戏体验,比较了5因素(完全重叠)和9因素(不重叠)模型。在两种模型都无法确认后,我们进行了探索性因子分析。我们的研究结果揭示了七个维度,其中五因素VGDS模型与两个额外的CORGIS执行和决策维度一起,最终提供了对概念的更全面的理解,同时突出了每种方法的独特方面。
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Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS
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.
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