This paper begins with an argument that most measure development in the social sciences, with its reliance on correlational techniques as a tool, falls short of the requirements for constructing meaningful, unidimensional measures of human attributes. By demonstrating how rating scales are ordinal-level data, we argue the necessity of converting these to equal-interval units to develop a measure that is both qualitatively and quantitatively defensible. This requires that the empirical results and theoretical explanation are questioned and adjusted at each step of the process. In our response to the reviewers, we describe how this approach was used to develop the Game Engagement Questionnaire (GEQ), including its emphasis on examining a cont...
This research investigated the merits of using an established system for rating behavioral cues of i...
Video game effects research has often been guided by the assumption that video games are more engagi...
Video game effects research has often been guided by the assumption that video games are more engagi...
This paper begins with an argument that most measure development in the social sciences, with its re...
Video games continue to grown in popularity and presently account for annual revenues in the billion...
In recent years, research on the psychological aspects and assessment of video games has become more...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
The application of gameplay metrics to empirically express a player’s engagement with the game syste...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
Video game production has grown into a multi-billion dollar industry. While consumer demand for vide...
Video game production has grown into a multi-billion dollar industry. While consumer demand for vide...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
This research investigated the merits of using an established system for rating behavioral cues of i...
This research investigated the merits of using an established system for rating behavioral cues of i...
Video game effects research has often been guided by the assumption that video games are more engagi...
Video game effects research has often been guided by the assumption that video games are more engagi...
This paper begins with an argument that most measure development in the social sciences, with its re...
Video games continue to grown in popularity and presently account for annual revenues in the billion...
In recent years, research on the psychological aspects and assessment of video games has become more...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
The application of gameplay metrics to empirically express a player’s engagement with the game syste...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
Video game production has grown into a multi-billion dollar industry. While consumer demand for vide...
Video game production has grown into a multi-billion dollar industry. While consumer demand for vide...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
This research investigated the merits of using an established system for rating behavioral cues of i...
This research investigated the merits of using an established system for rating behavioral cues of i...
Video game effects research has often been guided by the assumption that video games are more engagi...
Video game effects research has often been guided by the assumption that video games are more engagi...