Abstract

The interactivity-as-demand model has been presented, which identifies the cognitive, emotional, physical (controller and exertion), and social demands of video games. These demands are presumed to apply to a broad set of video games and gaming technologies and are measured using the Video Game Demand Scale (VGDS). The current study fills a gap in the literature by translating the VGDS for use with Korean speakers, recognizing one of the largest global gaming populations, with a specific interest in and early innovation of mobile and online gaming. A sample of N = 524 self-identified Korean gamers was asked to recall a recent gaming experience, complete the VGDS-Korean, and then answer questions about the game. The results replicated the five-factor VGDS metric, and several measurement validity tests replicated from prior work. We also saw novel findings likely related to the dominance of mobile gaming in Korea (and in our sample).

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