Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation
The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the...
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Format: | Article |
Language: | English |
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Wiley
2017-01-01
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2017/7363925 |
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author | Amir Zaib Abbasi Ding Hooi Ting Helmut Hlavacs |
author_facet | Amir Zaib Abbasi Ding Hooi Ting Helmut Hlavacs |
author_sort | Amir Zaib Abbasi |
collection | DOAJ |
description | The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (n=136) and study 2 (n=270). We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer videogame engagement and reliability analysis. Results of EFA resulted with six-factor solution. We further used SmartPLS 3.0 software on study 2 respondents to further confirm the six-factor solution as reflective measurement model on the first-order level, and three second-order formative constructs on the second-order or higher-order level as formative measurement model. Results of the reflective measurement model and formative measurement model evidenced that consumer videogame engagement has strong psychometric properties and is a valid instrument to measure engagement in videogame play. Results also confirmed that consumer videogame engagement is a multidimensional construct as well as a reflective-formative construct. The study is unique in its investigation as it develops an instrument to measure engagement in videogame play which comprises the cognitive, affective, and behavioral dimensions. |
format | Article |
id | doaj-art-82cdc8adbc274f8da3ece3a5ddeb0909 |
institution | Kabale University |
issn | 1687-7047 1687-7055 |
language | English |
publishDate | 2017-01-01 |
publisher | Wiley |
record_format | Article |
series | International Journal of Computer Games Technology |
spelling | doaj-art-82cdc8adbc274f8da3ece3a5ddeb09092025-02-03T06:12:07ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552017-01-01201710.1155/2017/73639257363925Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its ValidationAmir Zaib Abbasi0Ding Hooi Ting1Helmut Hlavacs2Department of Management and Humanities, Universiti Teknologi PETRONAS, Tronoh, MalaysiaDepartment of Management and Humanities, Universiti Teknologi PETRONAS, Tronoh, MalaysiaResearch Group Entertainment Computing, University of Vienna, Vienna, AustriaThe aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (n=136) and study 2 (n=270). We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer videogame engagement and reliability analysis. Results of EFA resulted with six-factor solution. We further used SmartPLS 3.0 software on study 2 respondents to further confirm the six-factor solution as reflective measurement model on the first-order level, and three second-order formative constructs on the second-order or higher-order level as formative measurement model. Results of the reflective measurement model and formative measurement model evidenced that consumer videogame engagement has strong psychometric properties and is a valid instrument to measure engagement in videogame play. Results also confirmed that consumer videogame engagement is a multidimensional construct as well as a reflective-formative construct. The study is unique in its investigation as it develops an instrument to measure engagement in videogame play which comprises the cognitive, affective, and behavioral dimensions.http://dx.doi.org/10.1155/2017/7363925 |
spellingShingle | Amir Zaib Abbasi Ding Hooi Ting Helmut Hlavacs Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation International Journal of Computer Games Technology |
title | Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation |
title_full | Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation |
title_fullStr | Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation |
title_full_unstemmed | Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation |
title_short | Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation |
title_sort | engagement in games developing an instrument to measure consumer videogame engagement and its validation |
url | http://dx.doi.org/10.1155/2017/7363925 |
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