University of Jyväskylä | JYX Digital Repository

  • English  | Give feedback |
    • suomi
    • English
 
  • Login
JavaScript is disabled for your browser. Some features of this site may not work without it.
View Item 
  • JYX
  • Artikkelit
  • Humanistis-yhteiskuntatieteellinen tiedekunta
  • View Item
JYX > Artikkelit > Humanistis-yhteiskuntatieteellinen tiedekunta > View Item

Challenge Types in Gaming : Validation of Videogame Challenge Inventory (CHA)

ThumbnailPreprint
View/Open
534.0Kb

Downloads:  
Show download detailsHide download details  
Vahlo, Jukka; Karhulahti, Veli-Matti (2020). Challenge types in gaming validation of video game challenge inventory (CHA). International Journal of Human-Computer Studies, 143, 102473. DOI: 10.1016/j.ijhcs.2020.102473
Published in
International Journal of Human-Computer Studies
Authors
Vahlo, Jukka |
Karhulahti, Veli-Matti
Date
2020

 
Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article answers the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a comprehensive review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N=813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey data (N=536). The second EFA suggested a four-factor structure very similar to the first EFA. A confirmatory factor analysis was executed after an item screening process with a 12-item version of CHA via UK-based survey data (N=1,463). The 12-CHA had an acceptable fit to the data, and the model passed construct, convergent, and discriminant validity tests. Finally, the usefulness of the validated 12-CHA is shown by connecting the discovered challenges and their preferences to known videogame play motivations and to habits of playing specific videogame genres. ...
Publisher
Elsevier Ltd.
ISSN Search the Publication Forum
1071-5819
Keywords
challenge survey exploratory factor analysis confirmatory factor analysis scale validation player preferences
URI

http://urn.fi/URN:NBN:fi:jyu-202005293576

Publication in research information system

https://converis.jyu.fi/converis/portal/detail/Publication/35918234

Metadata
Show full item record
Collections
  • Humanistis-yhteiskuntatieteellinen tiedekunta [4398]

Related items

Showing items with similar title or keywords.

  • Challenge types in gaming validation of video game challenge inventory (CHA) 

    Vahlo, Jukka; Karhulahti, Veli-Matti (Elsevier, 2020)
    Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article answers the above questions by developing and validating Videogame ...
  • Sport burnout inventory - dual career form for student-athletes : assessing validity and reliability in a finnish sample of adolescent athletes 

    Sorkkila, Matilda; Ryba, Tatiana V.; Aunola, Kaisa; Selänne, Harri; Salmela-Aro, Katariina (Elsevier, 2020)
    The pressure of pursuing an athletic career simultaneously with education may set adolescent student-athletes at risk for sport and school burnout. Although the 2 life domains of student-athletes are strongly intertwined, ...
  • Ethics in Emergency Medical Services – Who Cares? An exploratory analysis from Australia 

    French, Erica; Casali, Gian Luca (Business and Organization Ethics Network (BON), 2008)
    Due to the complexity, stressfulness and often the life threatening nature of tasks that ambulance professionals have to deal with every day, ethical decision making in Emergency Services is a daily challenge. ...
  • Single-player interactive story videogames and narrative decision making’s correlation to English language learning : views and experiences of English majors who play videogames regularly 

    Oksanen, Jere (2020)
    Videopelien ja vieraan kielen oppimisen yhteys on suuresti tutkittu aihe, mutta yksinpeli-videopelien tutkimus on ollut alalla hyvin vähäistä. Viimeisen kymmenen vuoden aikana on ilmestynyt monta menestynyttä yksinpeli-videopeliä, ...
  • Developing tools for biodiversity surveys : studies with wood-inhabiting fungi 

    Halme, Panu (University of Jyväskylä, 2010)
  • Browse materials
  • Browse materials
  • Articles
  • Conferences and seminars
  • Electronic books
  • Historical maps
  • Journals
  • Tunes and musical notes
  • Photographs
  • Presentations and posters
  • Publication series
  • Research reports
  • Research data
  • Study materials
  • Theses

Browse

All of JYXCollection listBy Issue DateAuthorsSubjectsPublished inDepartmentDiscipline

My Account

Login

Statistics

View Usage Statistics
  • How to publish in JYX?
  • Self-archiving
  • Publish Your Thesis Online
  • Publishing Your Dissertation
  • Publication services

Open Science at the JYU
 
Data Protection Description

Accessibility Statement

Unless otherwise specified, publicly available JYX metadata (excluding abstracts) may be freely reused under the CC0 waiver.
Open Science Centre