A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
This research article attempts to conceptualize and operationalize the concept of engagement in videogame-play as consumer videogame engagement that comprises both psychological and behavioral dimensions. Accordingly, this study has developed a scale for
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Department of Management and Humanities, Universiti Teknologi PETRONAS, Tronoh, Malaysia [email protected] 2 Research Group Entertainment Computing, University of Vienna, Vienna, Austria
Abstract. This research article attempts to conceptualize and operationalize the concept of engagement in videogame-play as consumer videogame engagement that comprises both psychological and behavioral dimensions. Accordingly, this study has developed a scale for measuring consumer videogame engagement through following the steps of scale development. Next, the study has collected data on two samples. Besides, this study has applied SPSS 22.0 version and SEM-PLS approach to analyze the data on two samples and to validate the construct of consumer videogame engagement. Based on the study results, an instrument has proven to be a valid source for measuring engagement in videogames as well as a reflective-formative and multi-dimensional construct. This study contributes to the videogame literature as it considers consumer videogame engagement as a multi-dimensional construct comprising on cognitive, affective and behavioral engagement. It further validates the scale of consumer videogame engagement as reflective-formative model among videogame players. Keywords: Engagement Videogame engagement Consumer videogame engagement Cognitive engagement Affective engagement Behavioral engagement Reflective-formative model Scale development process
1 Introduction Literature indicates that several studies have put their efforts to develop an instrument to measure engagement in videogame playing. Among all the studies, a study by [1], was the first research who developed an instrument to measure the subjective experience of videogame-play based on these dimensions “gameflow, cognitive-absorption and presence” and named it as game-experience questionnaire or GEQ. Another subsequent study done by [2] who developed a scale named as game engagement questionnaire or GEQ with combination of four constructs “flow, presence, absorption and immersion” to measure player’s engagement in videogame. Again, this study has also used almost similar dimensions as it was used in the following study [1]. In similar vein, a recent study [3] has reviewed the model of game engagement construct given by [2]. In this study, the author has discussed that three of the dimensions of game © IFIP International Federation for Information Processing 2016 Published by Springer International Publishing AG 2016. All Rights Reserved G. Wallner et al. (Eds.): ICEC 2016, LNCS 9926, pp. 247–252, 2016. DOI: 10.1007/978-3-319-46100-7_25
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engagement questionnaire such as “flow, immersion and presence” [2] are interrelated to the subjective experience of videogame-play but absorption is similar to flow construct so, it is better not to consider in the measurement of game-engagement questionnaire. According to [3], a new revised construct of game-engagement comprises the following dimensions “flow, presence, involvement and immersion” th
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