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}
}
