Validation of EGameFlow: A self-report scale for measuring user experience in video game play

Chen Shu-Hui, Wu Wann-Yih, Jason Dennison

研究成果: Article同行評審

9 引文 斯高帕斯(Scopus)


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.

期刊Computers in Entertainment
出版狀態Published - 2018 9月

All Science Journal Classification (ASJC) codes

  • 電腦科學應用


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