2025
Vahlo, Jukka; Tuuri, Kai
Eight types of video game experience Journal Article
In: Entertainment Computing, vol. 52, 2025, ISSN: 1875-9521.
Abstract | Links | Tags: Game experience types, Game preferences, Latent class analysis, Survey
@article{Vahlo2025b,
title = {Eight types of video game experience},
author = {Jukka Vahlo and Kai Tuuri },
url = {https://doi.org/10.1016/j.entcom.2024.100882
https://www.sciencedirect.com/science/article/pii/S1875952124002507
},
doi = {10.1016/j.entcom.2024.100882},
issn = {1875-9521},
year = {2025},
date = {2025-01-31},
urldate = {2025-01-31},
journal = {Entertainment Computing},
volume = {52},
abstract = {The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.},
keywords = {Game experience types, Game preferences, Latent class analysis, Survey},
pubstate = {published},
tppubtype = {article}
}
2024
Macey, Joseph; Hamari, Juho
Survey Esports Research Methodology Book Chapter
In: Jenny, Seth E.; Besombes, Nicolas; Brock, Tom; Cote, Amanda C.; Scholz, Tobias M. (Ed.): Routledge Handbook of Esports, pp. 135-147, Routledge, 2024, ISBN: 978-1-032-53150-2.
Abstract | Links | Tags: Data, Esports, Survey
@inbook{nokey,
title = {Survey Esports Research Methodology},
author = {Joseph Macey and Juho Hamari},
editor = {Seth E. Jenny and Nicolas Besombes and Tom Brock and Amanda C. Cote and Tobias M. Scholz},
url = {https://doi.org/10.4324/9781003410591-15
https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-15/survey-esports-research-methodology-joseph-macey-juho-hamari},
doi = {10.4324/9781003410591-15},
isbn = {978-1-032-53150-2},
year = {2024},
date = {2024-09-24},
urldate = {2024-09-24},
booktitle = {Routledge Handbook of Esports},
pages = {135-147},
publisher = {Routledge},
abstract = {Surveys are used across a wide range of contexts and areas of interest. They are commonly seen as being a cost-effective tool for gathering data, particularly in cases of large or diverse populations who may otherwise be hard to reach. The characterization of esports-engaged individuals as young and digitally aware means that online surveys, in particular, have formed the basis of many esports research studies. This chapter provides an overview of surveys as tools for collecting data, with specific reference to the ways in which they can be employed in esports-related research. Furthermore, the varying implementation options for administering surveys and how each approach can be used to address different research questions is also highlighted, while also offering practical advice on how esports survey research should be planned and conducted. Key highlights include: (1) advantages and disadvantages of using surveys as a research tool, with examples specifically related to the field of esports are discussed, (2) how surveys can be used to address different types of research (i.e., exploratory, descriptive, and causal) is examined, and (3) practical recommendations related to conducting esports survey research are offered, including issues relating to survey design, participant recruitment, and data analysis.},
keywords = {Data, Esports, Survey},
pubstate = {published},
tppubtype = {inbook}
}
2021
Vahlo, Jukka; Koskela, Oskari; Tuuri, Kai; Tissari, Heli
Linkages Between Gameplay Preferences and Fondness for Game Music Proceedings Article
In: Baalsrud Hauge, Jannicke; Cardoso, Jorge C. S.; Roque, Licínio; Gonzalez-Calero, Pedro A. (Ed.): Entertainment Computing – ICEC 2021: 20th IFIP TC 14 International Conference, ICEC 2021, pp. 304–318, Springer, 2021, ISBN: 978-3-030-89393-4.
Abstract | Links | Tags: Factor analysis, Game music, Music preferences, Player preferences, Survey
@inproceedings{Vahlo2021,
title = {Linkages Between Gameplay Preferences and Fondness for Game Music},
author = {Jukka Vahlo and Oskari Koskela and Kai Tuuri and Heli Tissari},
editor = {Baalsrud Hauge, Jannicke and Jorge C. S. Cardoso and Licínio Roque and Pedro A. Gonzalez-Calero },
url = {http://urn.fi/URN:NBN:fi:jyu-202111155662},
doi = {https://doi.org/10.1007/978-3-030-89394-1_23},
isbn = {978-3-030-89393-4},
year = {2021},
date = {2021-10-22},
urldate = {2021-10-22},
booktitle = {Entertainment Computing – ICEC 2021: 20th IFIP TC 14 International Conference, ICEC 2021},
pages = {304–318},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
abstract = {In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate that a better understanding of the extra-musical qualities of game music is crucial for making sense of its overall attractiveness and meaningfulness.},
keywords = {Factor analysis, Game music, Music preferences, Player preferences, Survey},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Vahlo, Jukka; Karhulahti, Veli-Matti
Challenge Types in Gaming Validation of Video Game Challenge Inventory (CHA) Journal Article
In: International Journal of Human-Computer Studies, vol. 143, no. 102473, pp. 1-13, 2020, ISSN: 1071-5819.
Abstract | Links | Tags: Challenge, Confirmatory factor analysis, Exploratory factor analysis, Player preferences, Scale validation, Survey
@article{Vahlo2020,
title = {Challenge Types in Gaming Validation of Video Game Challenge Inventory (CHA)},
author = {Jukka Vahlo and Veli-Matti Karhulahti},
url = {https://www.sciencedirect.com/science/article/pii/S1071581920300756},
doi = {10.1016/j.ijhcs.2020.102473},
issn = {1071-5819},
year = {2020},
date = {2020-11-01},
journal = {International Journal of Human-Computer Studies},
volume = {143},
number = {102473},
pages = {1-13},
abstract = {Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N = 813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey data (N = 536). The second EFA suggested a four-factor structure similar to the first EFA. A confirmatory factor analysis was executed after an item screening process with a 12-item version of CHA via UK-based survey data (N = 1,463). The 12-CHA had an acceptable fit to the data, and the model passed construct, convergent, and discriminant validity tests. The usefulness of the validated 12-CHA is shown by connecting the discovered challenges and their preferences to known videogame play motivations and to habits of playing specific videogame genres.},
keywords = {Challenge, Confirmatory factor analysis, Exploratory factor analysis, Player preferences, Scale validation, Survey},
pubstate = {published},
tppubtype = {article}
}
2019
Vahlo, Jukka; Hamari, Juho
Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG) Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2476-2485, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey
@inproceedings{Vahlo2019,
title = {Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)},
author = {Jukka Vahlo and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244074},
doi = {doi:10.24251/HICSS.2019.298},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2476-2485},
publisher = {HICSS},
abstract = {In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.},
keywords = {Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey},
pubstate = {published},
tppubtype = {inproceedings}
}
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.
