《英雄联盟》玩家的电子游戏性格流量表的独立验证

Nick von Felten, Florian Brühlmann, S. Perrig
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摘要

心流在许多研究领域都是一个极具影响力的概念。由于乐趣和心流之间的密切联系,它也是游戏研究的核心概念。因此,人们开发了许多问卷形式的测量工具来测量电子游戏中的心流。然而,迄今为止进行了有限的独立验证工作。在这个项目中,我们在《英雄联盟》的背景下评估了最近开发的电子游戏性格流量表(VGDFS)。在线社区reddit.com上发布的一项在线调查得出了N = 140的样本。验证性因子分析不支持最初提出的结构。随后的探索性因素分析结果不确定。尽管VGDFS与另一种心流测量之间存在异常高的相关性,但我们的数据可以证明,在测量兴趣、享受和心流方面,与其他问卷的收敛效度是一致的。对于发散效度,无聊和特质焦虑的测量问卷在假设方向上存在相关性。研究结果表明,VGDFS需要在不同的电子游戏环境中进行进一步评估,同时也暗示了可能与心流概念问题相关的测量问题。
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Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players
Flow is a highly influential concept across many research domains. Because of the close links between enjoyment and flow, it is also a central concept in game research. Accordingly, many measurement instruments in the form of questionnaires have been developed to measure flow in video games. However, limited independent validation work has been carried out to date. In this project, we evaluated the recently developed Video Game Dispositional Flow Scale (VGDFS) in the context of League of Legends. An online survey posted on the online community reddit.com yielded a sample of N = 140. Confirmatory factor analysis did not support the originally proposed structure. Subsequent exploratory factor analysis resulted in inconclusive findings. Convergent validity with other questionnaires for the measurement of interest, enjoyment, and flow could be demonstrated in our data, although with unusually high correlations between the VGDFS and another flow measure. For divergent validity, correlations with questionnaires for the measurement of boredom and trait anxiety in the hypothesized direction could be found. Findings suggest that the VGDFS needs further evaluation in different video game contexts while also hinting at measurement problems possibly related to conceptual issues with flow.
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