This research empirically investigated the Video Game Experience Measure (VGEM), which captures general aspects of video game experience in a five-factor model, tapping factors such as frequency and intensity of gameplay, and self-reported confidence in specific game-related skills as well as more general self-efficacy. The VGEM captures facets of video game experience that have been represented in prior research, and which have individually been found to relate to players’ gameplay performance. These factors of individuals’ video game experience have been found to introduce notable variance in game-based experimentation, but the extent to which each aspect impacts performance has been sparsely researched. This study used well-established basic cognitive research tasks to investigate whether the VGEM is able to discriminate between individuals’ prior experience along different factors or dimensions of video gameplay, and whether the measure is able to account for variance in cognitive task performance on three cognitive tasks, including Fitts’ Law task, a measure of hand-eye coordination and reaction time, Task-Switching and Mixing task, a measure of cognitive flexibility, and Stroop task, a measure of attention and cognitive inhibition. Additionally, demographic factors such as sex and age are investigated as they relate to cognitive task performance. This study’s participants were undergraduate students at the University of Central Florida who volunteered to participate through the UCF Psychology SONA system recruitment system in exchange for course credit, the final dataset contained 295 participants. Results showed that the Video Game Experience Measure factors explained a significant proportion of the variance in cognitive task performance in this sample and were generally more predictive of performance than demographic factors. Findings from this research demonstrate that the Video Game Experience Measure may be used to more accurately account for variance in novel game-based task performance in experimental study samples, provide insight into factors related to aspects of video game experience, and elucidate differences between, in addition to non-players, types of players that emerge from combinations of demographic, motivational, and experiential factors.
Identifer | oai:union.ndltd.org:ucf.edu/oai:stars.library.ucf.edu:etd2023-1495 |
Date | 01 January 2024 |
Creators | Williams, Jessica L |
Publisher | STARS |
Source Sets | University of Central Florida |
Language | English |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Graduate Thesis and Dissertation 2023-2024 |
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