Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment
Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches reg...
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Veröffentlicht in: | Simulation & gaming 2020-02, Vol.51 (1), p.55-86 |
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description | Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcomes which again affect the antecedents of re-entering the game cycle. Moreover, we validate a measure of VGPu and provide construct as well as criterion validity evidence.
Methods. Within three studies (N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions.
Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions.
Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training. |
doi_str_mv | 10.1177/1046878119882710 |
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Methods. Within three studies (N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions.
Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions.
Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training.</description><identifier>ISSN: 1046-8781</identifier><identifier>EISSN: 1552-826X</identifier><identifier>DOI: 10.1177/1046878119882710</identifier><language>eng</language><publisher>Los Angeles, CA: SAGE Publications</publisher><subject>Antecedents ; Computer & video games ; Confirmatory factor analysis ; Construct Validity ; Criteria ; Educational Games ; Evaluation ; Feedback (Response) ; Feedback loops ; Game Based Learning ; Individual differences ; Learning ; Measurement ; Performance prediction ; Predictive Validity ; Prone ; Self Efficacy ; Submerging ; Training ; Validity ; Video Games</subject><ispartof>Simulation & gaming, 2020-02, Vol.51 (1), p.55-86</ispartof><rights>The Author(s) 2019</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c351t-6c1c20ef8d101ceb6084b5fbba9db5118728284f5dc2c8f2c698ea99ca5c46fb3</citedby><cites>FETCH-LOGICAL-c351t-6c1c20ef8d101ceb6084b5fbba9db5118728284f5dc2c8f2c698ea99ca5c46fb3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://journals.sagepub.com/doi/pdf/10.1177/1046878119882710$$EPDF$$P50$$Gsage$$H</linktopdf><linktohtml>$$Uhttps://journals.sagepub.com/doi/10.1177/1046878119882710$$EHTML$$P50$$Gsage$$H</linktohtml><link.rule.ids>314,776,780,21798,27901,27902,43597,43598</link.rule.ids></links><search><creatorcontrib>Sanchez, Diana R.</creatorcontrib><creatorcontrib>Langer, Markus</creatorcontrib><title>Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment</title><title>Simulation & gaming</title><description>Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcomes which again affect the antecedents of re-entering the game cycle. Moreover, we validate a measure of VGPu and provide construct as well as criterion validity evidence.
Methods. Within three studies (N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions.
Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions.
Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training.</description><subject>Antecedents</subject><subject>Computer & video games</subject><subject>Confirmatory factor analysis</subject><subject>Construct Validity</subject><subject>Criteria</subject><subject>Educational Games</subject><subject>Evaluation</subject><subject>Feedback (Response)</subject><subject>Feedback loops</subject><subject>Game Based Learning</subject><subject>Individual differences</subject><subject>Learning</subject><subject>Measurement</subject><subject>Performance prediction</subject><subject>Predictive Validity</subject><subject>Prone</subject><subject>Self Efficacy</subject><subject>Submerging</subject><subject>Training</subject><subject>Validity</subject><subject>Video Games</subject><issn>1046-8781</issn><issn>1552-826X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><recordid>eNp1kEtLAzEUhQdRsFb3LgNudDGam3kl7rRqLRQsqNXdkMnc1JR5mcwI_gF_t9MHCoKrey_nnO_C8bxjoOcASXIBNIx5wgEE5ywBuuMNIIqYz1n8utvvveyv9H3vwLklpcBiEQ68r7nJsSZjWSKZddZ1piWn8_GsOyOPShZIbvADi7opsWov-8OZRWWqBZFVTuayMLls1-fW_WLaNzIpm8KoXqgrR3Rt13T_WjrMyRSl_QFcOYfOrdCH3p6WhcOj7Rx6z3e3T6N7f_ownoyupr4KImj9WIFiFDXPgYLCLKY8zCKdZVLkWQTAE8YZD3WUK6a4ZioWHKUQSkYqjHUWDL2TDbex9XuHrk2XdWer_mXKgiChNBGh6F1041K2ds6iThtrSmk_U6Dpqu30b9t9xN9EnFzgL_Rf_zep7X-G</recordid><startdate>202002</startdate><enddate>202002</enddate><creator>Sanchez, Diana R.</creator><creator>Langer, Markus</creator><general>SAGE Publications</general><general>SAGE PUBLICATIONS, INC</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7TA</scope><scope>8BJ</scope><scope>8FD</scope><scope>FQK</scope><scope>JBE</scope><scope>JG9</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>202002</creationdate><title>Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment</title><author>Sanchez, Diana R. ; Langer, Markus</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c351t-6c1c20ef8d101ceb6084b5fbba9db5118728284f5dc2c8f2c698ea99ca5c46fb3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Antecedents</topic><topic>Computer & video games</topic><topic>Confirmatory factor analysis</topic><topic>Construct Validity</topic><topic>Criteria</topic><topic>Educational Games</topic><topic>Evaluation</topic><topic>Feedback (Response)</topic><topic>Feedback loops</topic><topic>Game Based Learning</topic><topic>Individual differences</topic><topic>Learning</topic><topic>Measurement</topic><topic>Performance prediction</topic><topic>Predictive Validity</topic><topic>Prone</topic><topic>Self Efficacy</topic><topic>Submerging</topic><topic>Training</topic><topic>Validity</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Sanchez, Diana R.</creatorcontrib><creatorcontrib>Langer, Markus</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Materials Business File</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>Technology Research Database</collection><collection>International Bibliography of the Social Sciences</collection><collection>International Bibliography of the Social Sciences</collection><collection>Materials Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Simulation & gaming</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Sanchez, Diana R.</au><au>Langer, Markus</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment</atitle><jtitle>Simulation & gaming</jtitle><date>2020-02</date><risdate>2020</risdate><volume>51</volume><issue>1</issue><spage>55</spage><epage>86</epage><pages>55-86</pages><issn>1046-8781</issn><eissn>1552-826X</eissn><abstract>Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcomes which again affect the antecedents of re-entering the game cycle. Moreover, we validate a measure of VGPu and provide construct as well as criterion validity evidence.
Methods. Within three studies (N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions.
Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions.
Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training.</abstract><cop>Los Angeles, CA</cop><pub>SAGE Publications</pub><doi>10.1177/1046878119882710</doi><tpages>32</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Antecedents Computer & video games Confirmatory factor analysis Construct Validity Criteria Educational Games Evaluation Feedback (Response) Feedback loops Game Based Learning Individual differences Learning Measurement Performance prediction Predictive Validity Prone Self Efficacy Submerging Training Validity Video Games |
title | Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment |
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