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Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS

Published: 19 April 2023 Publication History

Abstract

Measuring perceived challenge and demand in video games is crucial as these player experiences are essential to creating enjoyable games. Two recent measures that identified seemingly distinct structures of challenge (Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) - cognitive, emotional, performative, decision-making) and demand (Video Game Demand Scale (VGDS) - cognitive, emotional, controller, exertional, social) have been theorised to overlap, reflecting the five-factor demand structure. To investigate the overlap between these two scales we compared a five (complete overlap) and nine-factor (no overlap) model by surveying 1,101 players asking them to recall their last gaming experience before completing CORGIS and VGDS. After failing to confirm both models, we conducted an exploratory factor analysis. Our findings reveal seven dimensions, where the five-factor VGDS model holds alongside two additional CORGIS dimensions of performative and decision-making, ultimately providing a more holistic understanding of the concepts whilst highlighting unique aspects of each approach.

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Cited By

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  • (2024)Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case StudyInformation10.3390/info1506029415:6(294)Online publication date: 22-May-2024
  • (2024)Comparing Subjective Measures of Workload in Video Game Play: Evaluating the Test-Retest Reliability of the VGDS and NASA-TLXCompanion Proceedings of the 26th International Conference on Multimodal Interaction10.1145/3686215.3690151(56-60)Online publication date: 4-Nov-2024
  • (2024)The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing MechanicsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642441(1-16)Online publication date: 11-May-2024
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cover image ACM Conferences
CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
April 2023
14911 pages
ISBN:9781450394215
DOI:10.1145/3544548
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Published: 19 April 2023

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  1. Video games
  2. challenge
  3. demand
  4. player experience
  5. questionnaires

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Cited By

View all
  • (2024)Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case StudyInformation10.3390/info1506029415:6(294)Online publication date: 22-May-2024
  • (2024)Comparing Subjective Measures of Workload in Video Game Play: Evaluating the Test-Retest Reliability of the VGDS and NASA-TLXCompanion Proceedings of the 26th International Conference on Multimodal Interaction10.1145/3686215.3690151(56-60)Online publication date: 4-Nov-2024
  • (2024)The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing MechanicsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642441(1-16)Online publication date: 11-May-2024
  • (2023)Gaming on the Go? Translation and Validation of the Video Game Demand Scale to KoreanInternational Journal of Human–Computer Interaction10.1080/10447318.2023.226098040:22(6984-6995)Online publication date: 27-Sep-2023

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