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.
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. While both men and women play video games, game companies have begun developing games specifically for women that, unfortunately, adhere to stereotypes about females (i.e., pink, fashion, and shopping). This study aims to help game developers better understand the gaming patterns of gamers, both male and female, through a questionnaire which asks questions about video game usage, preferences, behaviors, and spending habits. Results reveal that men overwhelmingly played more violent video games than women. However, women tend to play both violent and non-violent almost equally. Male gamers were more likely than female gamers to be drawn to games from the Strategy, Role Playing, Action, and Fighting genres whereas female gamers were more likely than male gamers to play games from the Social, Puzzle/Card, Music/Dance, Educational/Edutainment, and Simulation genres. Overall, more men than women treated playing video game as their primary hobby, while women were more likely to regard playing video games as a less important hobby after other more important hobbies such as watching television.
This study was an evaluation of typing performance and user satisfaction of three tablet keyboards: Surface TouchCover Keyboard, Surface Onscreen Keyboard, and iPad Onscreen Keyboard. Results show that participants typed faster with the Surface TouchCover Keyboard, but also committed more typing errors (e.g., unintended omission of letters and spaces). Users liked the TouchCover standard keyboard layout, but not the lack of sensitivity of the flat keyboard. The results from this study indicate the advantages of a physical keyboard with a standard layout for tablet usage over an onscreen keyboard. Purpose This study investigated typing performance and user satisfaction of the three keyboards (Surface TouchCover Keyboard, Surface Onscreen Keyboard, and iPad Onscreen Keyboard). METHOD Participants Sixteen participants (7 males, 9 females) ages 20-48 years (M=25.75, SD=6.56) were recruited from the Wichita, KS area for the evaluation. Of the 16 participants, 11 considered themselves touch typists and
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