Abstract

Video gaming experience has been found to impact behavior and performance on experimental tasks, can influence cognitive processes, and may even transfer to proficiency in novel tasks. There is a growing need for an empirically validated generalizable tool that can capture differences in participants gaming experience due to the growing representation of regular video gamers, and the proliferation of gamified, simulated task environments. The analyses reported here examine the factor loadings of a general Video Game Experience Measure (VGEM) designed to tap facets of gaming experience that can distinguish non-gamers from gamers and is also sensitive to varying levels of proficiency. Results from exploratory and confirmatory factor analyses find support for a five-factor model capturing: Game-skill Confidence, Gaming Lifespan, Gaming Intensity, Gaming Frequency, and Gamer Self-efficacy. These findings are discussed in the context of how the VGEM can support research using gamified task environments requiring the study of cognition and collaboration.

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