A chinese-language validation of the video game demand scale (vgds-c) measuring the cognitive, emotional, physical, and social demands of video games

Nicholas David Bowman, Jih Hsuan Tammy Lin

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations

Abstract

Video games are engaging multimedia experiences that require players' cognitive, emotional, physical (in terms of controllers and exertion), and social faculties. Recent theorizing has suggested that these dimensions of demand can explain processes by which players engage with and respond to gameplay. A relatively new measure-the fve-factor, 26-item Video Game Demand Scale (VGDS)-has been tested for dimensionality and measurement validity with English-and German-speaking players, but not for other play populations. Given the popularity of video games among Chinese-speaking players, this brief report demonstrates a successful translation of VGDS into Traditional Chinese (VGDS-C). A sample of N = 863 Chinese speakers in Taiwan were asked to recall and describe a recent gaming experience before completing the VGDS-C along with other gaming-related measures (tests of construct validity). VGDS-C was shown to be a reliable and valid way of assessing players' perceptions of the myriad demands of video gaming.

Original languageEnglish
Title of host publicationCHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Subtitle of host publicationMaking Waves, Combining Strengths
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450380966
DOIs
StatePublished - May 6 2021
Event10th International Conference on Materials Processing and Characterisation, ICMPC 2020 - Mathura, U.P., India
Duration: Feb 21 2020Feb 23 2020

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference10th International Conference on Materials Processing and Characterisation, ICMPC 2020
Country/TerritoryIndia
CityMathura, U.P.
Period02/21/2002/23/20

Keywords

  • Demand
  • Interactivity
  • Scale development
  • User experience
  • Video games

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