scholarly journals The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)

Author(s):  
Mikki H. Phan ◽  
Joseph R. Keebler ◽  
Barbara S. Chaparro

Objective: The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Background: Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players’ attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. Method: The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis ( N = 629), and confirmatory factor analysis ( N = 729) was implemented. Results: A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. Conclusion: The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. Application: The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users.

Author(s):  
Carmen Van Ommen ◽  
Barbara S. Chaparro

According to a survey conducted by the CDC, it is estimated that 26% of Americans are living with a disability. Of those with disabilities in the United States, it is estimated that 33 million play video games. People with disabilities face many barriers in gaming, which is likely to impact game satisfaction. Measuring game satisfaction among this population can be problematic if the scale is not adapted to their needs, which can vary significantly based on the disability. To understand how best to assess game satisfaction among these populations, we discuss the issues people with cognitive, sensory, and/or motor disabilities may face when completing assessment scales and then use the validated Game User Experience Satisfaction Scale (GUESS) as a framework for understanding the game design issues that may impact satisfaction.


2020 ◽  
Author(s):  
Ismael Edrein Espinosa-Curiel ◽  
Edgar Efrén Pozas-Bogarin ◽  
Juan Martínez-Miranda ◽  
Humberto Pérez-Espinosa

BACKGROUND The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. OBJECTIVE We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. METHODS Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players’ food knowledge. In addition, after the gaming sessions, the children’s enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. RESULTS We found significant positive associations for children’s (n=60) posttest knowledge with enjoyment (r<sub>58</sub>=0.36, <i>P</i>=.005) and user experience satisfaction (r<sub>58</sub>=0.27, <i>P</i>=.04). The children’s posttest knowledge scores were also positively correlated with challenge (r<sub>58</sub>=0.38, <i>P</i>=.003), knowledge improvement (r<sub>58</sub>=0.38, <i>P</i>=.003), and goal clarity (r<sub>58</sub>=0.29, <i>P</i>=.02) EGameFlow subscales and with narrative (r<sub>58</sub>=0.35, <i>P</i>=.006), creative freedom (r<sub>58</sub>=0.26, <i>P</i>=.04), and visual esthetics (r<sub>58</sub>=0.32, <i>P</i>=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F<sub>7,52</sub>=2.74, <i>P</i>=.02, R<sup>2</sup>=0.27) and the GUESS (F<sub>8,51</sub>=2.20, <i>P</i>=.04, R<sup>2</sup>=0.26) ratings significantly predicted the children’s posttest knowledge scores. EGameFlow challenge (β=0.40, <i>t</i><sub>52</sub>=2.17, <i>P</i>=.04) and knowledge improvement (β=0.29, <i>t</i><sub>52</sub>=2.06, <i>P</i>=.04) subscales significantly contributed to predicting children’s learning. None of the GUESS subscales significantly contributed to predicting children’s learning. CONCLUSIONS The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children’s learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children’s learning purposes.


Author(s):  
William J. Shelstad ◽  
Dustin C. Smith ◽  
Barbara S. Chaparro

Virtual reality (VR) headsets like the Oculus Rift, HTC Vive, and PlayStation VR can provide a unique experience different from traditional computer monitors. Research demonstrates some support for VR resulting in more immersive gaming than traditional games using a computer or TV monitor. This study investigates how VR technology impacts game user satisfaction. Participants played the same strategy video game using the Oculus Rift, a VR headset, and a computer monitor. Game user satisfaction was measured by the psychometrically validated Game User Experience Satisfaction Scale (GUESS) which consists of nine constructs. Results from this study showed that VR enhanced overall satisfaction, enjoyment, engrossment, creativity, sound, and graphics quality.


10.2196/21813 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e21813
Author(s):  
Ismael Edrein Espinosa-Curiel ◽  
Edgar Efrén Pozas-Bogarin ◽  
Juan Martínez-Miranda ◽  
Humberto Pérez-Espinosa

Background The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children’s experiences through playing. Previous studies identified that enjoyment and user experience satisfaction of the players are principal factors that can influence the success of serious video games and the learning of their players. However, research about the relationship between enjoyment and user experience satisfaction with learning in children 8 to 10 years old is sparse. Objective We examined the relationship of enjoyment and user experience satisfaction with the learning of children aged 8 to 10 years while playing a serious video game for health, FoodRateMaster. This serious video game teaches children about the characteristics of healthy and unhealthy foods and how to identify them in their environment. Methods Children aged 8 to 10 years were recruited from a primary school in Mexico. Participants completed 12 individual gaming sessions with FoodRateMaster in 6 weeks. A food knowledge questionnaire was administered before and after game play to assess the players’ food knowledge. In addition, after the gaming sessions, the children’s enjoyment and user experience satisfaction were evaluated using the EGameFlow questionnaire and the Game User Experience Satisfaction Scale (GUESS) questionnaire. Results We found significant positive associations for children’s (n=60) posttest knowledge with enjoyment (r58=0.36, P=.005) and user experience satisfaction (r58=0.27, P=.04). The children’s posttest knowledge scores were also positively correlated with challenge (r58=0.38, P=.003), knowledge improvement (r58=0.38, P=.003), and goal clarity (r58=0.29, P=.02) EGameFlow subscales and with narrative (r58=0.35, P=.006), creative freedom (r58=0.26, P=.04), and visual esthetics (r58=0.32, P=.01) GUESS subscales. Regression analysis indicated that the EGameFlow (F7,52=2.74, P=.02, R2=0.27) and the GUESS (F8,51=2.20, P=.04, R2=0.26) ratings significantly predicted the children’s posttest knowledge scores. EGameFlow challenge (β=0.40, t52=2.17, P=.04) and knowledge improvement (β=0.29, t52=2.06, P=.04) subscales significantly contributed to predicting children’s learning. None of the GUESS subscales significantly contributed to predicting children’s learning. Conclusions The findings of this study suggest that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it. Challenge, knowledge improvement, narrative, creative freedom, and visual esthetics subscales correlated positively with children’s learning. In addition, challenge and knowledge improvement contributed to predicting their learning. These results are relevant to consider during the design stages of serious games developed for young children’s learning purposes.


Author(s):  
Hyeona So ◽  
Dahyun Park ◽  
Mi-Kyung Choi ◽  
Young-Sun Kim ◽  
Min-Jeong Shin ◽  
...  

Food literacy refers to the knowledge, skills, and attitudes required for individuals to choose foods that promote health. As the rate of diet-related diseases increases, food literacy is becoming more important. However, there are no tools available to evaluate food literacy among the Korean elderly. We derived 547 questions from a literature review and, after three rounds of Delphi surveys, selected 33 preliminary questions. We calculated the content validity ratio of the questions and applied a face validity procedure. We then selected 32 questions, assessed their validity, and distributed them as a questionnaire to 205 elderly people. We then conducted exploratory factor analysis (EFA) to determine the validity of the questionnaire and used an internal consistency index (Cronbach’s α coefficient) to determine reliability. Based on the factor analysis, 13 questions were selected, distributed among three factors, and evaluated using the Kaiser–Meyer–Olkin (KMO) and Bartlett sphericity tests. The factor analysis showed that KMO was 0.872, which is a highly acceptable score, and the Bartlett sphericity test was χ2 = 1,374.69 at p = 0.00. The food literacy questionnaire developed in this study will likely be helpful for improving the healthcare of elderly people.


Author(s):  
Noordini Abdullah ◽  
Nooraini Mohamad Sheriff

Objective - This paper reports the development of an innovative scale to measure the perceived brand image of Research University among postgraduate students. Methodology/Technique - Based on an exploratory qualitative inquiry and quantitative assessment, a seven factor scale of Research university brand image was developed. A multistep approach was used to develop and validate a multidimensional brand image scale Findings - The multistep approach demonstrated that the new brand image scale is reliable and valid. Basing on the results from two national samples it can be concluded that perceived brand image actually represent five components of brand image associated with satisfaction in terms of construct, convergent, discriminate validity. Novelty - This research offers essential theoretical and reasonable implications for researchers and academicians. Type of Paper - Empirical Keywords: Brand Image; Research University; new instrument; convergent validity; discriminant validity


2021 ◽  
Vol 20 (1) ◽  
pp. 2
Author(s):  
Lu Liu

With the purpose of developing an instrument for measuring statistics anxiety in the online or hybrid setting, this study tested the newly developed instrument in two stages. Results on item selection and exploratory factor analysis based on pilot testing (n = 115) are presented. Results on classical item analysis, the confirmatory factor analysis, the measurement invariance test results, and the predictive and discriminant validity of the final model based on formal testing (n = 709) are presented. The resulting Statistics Anxiety Scale in the Online or Hybrid setting instrument (SASOH) has 27 items and four dimensions. The four dimensions are Class and Interpretation Anxiety (CI), Fear of Asking for Help Anxiety (FA), Online System Anxiety (OS), and Pre-Conception Anxiety (PC). The results of the confirmatory factor analysis revealed that the four-factor SASOH model represents an adequate description of statistics anxiety in an online or hybrid setting. Moreover, multiple-groups confirmatory factor analysis affirmed that the resulting model achieved at least partial measurement and structural invariance across gender and program. In addition, attitudes toward statistics significantly predicts the four factors of statistics anxiety, and the discriminant validity from mathematics anxiety was confirmed. Recommendations for future studies are also provided.


2017 ◽  
Vol 18 (3) ◽  
pp. 703-718
Author(s):  
Praveen Kumar Sharma ◽  
Rajnish Kumar Misra ◽  
Prachee Mishra

Job satisfaction (JS) of employees has been studied in the past by various researchers beginning in the 1930s till date. Each of these research works went on to add a perspective to JS and its measurement. The measures of JS captured various dimensions from Minnesota satisfaction questionnaire to JS survey. Further, these measures have been standardized on working professionals in various domains except the emerging field of information technology (IT). The purpose of this study was to develop and adapt a scale measuring JS of IT employees in India. The facets of JS were identified through literature and verified through experts in IT domain. The initial scale consisting of 23 items identified from the existing scales was administered on 410 employees of three IT companies in India. The scale was standardized through exploratory factor analysis (EFA) and confirmatory factor analysis (CFA). It was used to determine the factor structure and convergent and discriminant validity. Exploratory factor analysis yielded six factors: pay, training, promotion, recognition, supervision and job security. A final standardized questionnaire consists of 23 items on JS. The reliability estimates were 0.92, and convergent and discriminant validity also met all the criteria respectively. The resultant scale can be used on IT professionals in India.


2021 ◽  
Vol 8 (1) ◽  
pp. 1-9
Author(s):  
Harya Bima Dirgantara ◽  
Henri Septanto

This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training


Author(s):  
Chiara Consiglio ◽  
Greta Mazzetti ◽  
Wilmar B. Schaufeli

The most popular instrument to measure burnout is the Maslach Burnout Inventory (MBI). Recently, to overcome some of the limitations of the MBI, a new instrument has been proposed, namely the Burnout Assessment Tool. The purpose of this study is to examine the psychometric properties of the Italian version of the BAT. This tool is comprised of a set of four core dimensions (BAT-C; i.e., exhaustion, mental distance, cognitive and emotional impairment) and two secondary symptom dimensions (BAT-S; i.e., psychological and psychosomatic complaints). Data were collected on a sample of 738 participants from heterogeneous sectors and professional roles. In the sample women were slightly overrepresented (52.9%), the participants had a mean age of 41.57 years (SD = 10.51) and a mean organizational tenure of 9.65 years (SD = 8.50). The reliability and factorial structure of the BAT-C and BAT-S, together with the convergent and discriminant validity of BAT-C and MBI were explored, as well as the incremental validity to the BAT-C, over and beyond the MBI. Our results confirmed the factorial validity of a two-factor second-order factor model (BAT-C and BAT-S) represented by 4 first-order factors in the case of BAT-C and 2 first-order factors for BAT-S. Results also attested that BAT-C explains additional variance of the BAT-S, above and beyond what is explained by the MBI-GS. All in all, this study provided evidence that the Italian version of BAT represents a reliable and valid tool for measuring burnout in the work context.


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