TY - JOUR
T1 - Validation of EGameFlow
T2 - A self-report scale for measuring user experience in video game play
AU - Shu-Hui, Chen
AU - Wann-Yih, Wu
AU - Dennison, Jason
N1 - Funding Information:
Funding for this project was provided by the Industrial Technology Research Institute (ITRI) of Taiwan, ROC. Authors’ addresses: C. Shu-Hui, No. 1, Dasyue Rd, East District, Tainan City, Taiwan 701; email: suechen@mail.ncku.edu.tw; W. Wann-Yih, No.55, Sec. 1, Nanhua Rd., Dalin Township, Chiayi County 62249, Taiwan; email: wanyi@nhu.edu.tw; J. Dennison, 1600 W Bank Dr, Peterborough, ON K9J 0G2; email: jasondennison@trentu.ca. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. © 2018 ACM 1544-3574/2018/09-ART6 $15.00 https://doi.org/10.1145/3238249
Publisher Copyright:
© 2018 ACM.
PY - 2018/9
Y1 - 2018/9
N2 - The development of a relevant model for measuring user enjoyment of video game play has received a great deal of attention in game-based and flow-based literature. EGameFlow, a self-report scale instrument created from the original game enjoyment framework proposed by Sweetser and Wyeth, provides a necessary and potentially useful tool for game enjoyment researchers. However, the scale itself is quite new. The utility of EGameFlow cannot be determined until its rigorousness has been verified. The purpose of this study was to test the validity, reliability, and applicability of EGameFlow for measuring players' experiences in video game play. A total of 167 participants played an interactive video game and then evaluated their game playing experiences via the refined 27-item EGameFlow scale, which included the following seven dimensions: concentration, goal clarity, feedback, challenge, autonomy, immersion, and social interaction. Confirmatory factor analysis, reliability testing, and discriminant validity checks were administered. Empirical results indicated that the refined scale was both valid and reliable. Implications of these findings and direction for future research were also discussed.
AB - The development of a relevant model for measuring user enjoyment of video game play has received a great deal of attention in game-based and flow-based literature. EGameFlow, a self-report scale instrument created from the original game enjoyment framework proposed by Sweetser and Wyeth, provides a necessary and potentially useful tool for game enjoyment researchers. However, the scale itself is quite new. The utility of EGameFlow cannot be determined until its rigorousness has been verified. The purpose of this study was to test the validity, reliability, and applicability of EGameFlow for measuring players' experiences in video game play. A total of 167 participants played an interactive video game and then evaluated their game playing experiences via the refined 27-item EGameFlow scale, which included the following seven dimensions: concentration, goal clarity, feedback, challenge, autonomy, immersion, and social interaction. Confirmatory factor analysis, reliability testing, and discriminant validity checks were administered. Empirical results indicated that the refined scale was both valid and reliable. Implications of these findings and direction for future research were also discussed.
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U2 - 10.1145/3238249
DO - 10.1145/3238249
M3 - Article
AN - SCOPUS:85053779971
SN - 1544-3574
VL - 16
JO - Computers in Entertainment
JF - Computers in Entertainment
IS - 3
M1 - 3238249
ER -