skip to main content
10.1145/3383668.3419877acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
short-paper

Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI)

Published: 03 November 2020 Publication History

Abstract

Measuring player experience (PX) is key in most game user research. Recently, the Player Experience Inventory (PXI) was presented, a validated 30-item survey instrument using a 7-point Likert scale. The issue with this instrument is that with 30 items it is too long for research studies for which PX is one of the measures. We present in this work-in-progress paper the mPXI or the mini Player Experience Inventory, a 10-item survey instrument. We evaluated the mPXI with an educational game used in engineering education (n = 169). While further evaluation of the mPXI is needed, the current results show promise for using a shortened version of the original PXI.

Supplementary Material

SRT File (cpwp1096vfc.srt)
Video figure captions
MP4 File (cpwp1096vf.mp4)
Supplemental video

References

[1]
Amir Zaib Abbasi, Ding Hooi Ting, Helmut Hlavacs, Liliana Vale Costa, and Ana Isabel Veloso. 2019. An empirical validation of consumer video game engagement: A playful-consumption experience approach. Entertainment Computing 29 (2019), 43--55.
[2]
Tarek Abdoun, Casper Harteveld, Waleed El-Sekelly, D Grover, V Bennett, U El Shamy, and Flora McMartin. 2016. A mixed reality feld testing educational game for geo-engineering education. In Geotechnical & Structural Engineering Congress.
[3]
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies 135 (2020), 102370.
[4]
Ahmad Azadvar and Alessandro Canossa. 2018. UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games. In Proceedings of the 13th international conference on the foundations of digital games. 1--7.
[5]
Aaron Bangor, Philip T Kortum, and James T Miller. 2008. An empirical evaluation of the system usability scale. Intl. Journal of Human--Computer Interaction 24, 6 (2008), 574--594.
[6]
MT Barendse, FJ Oort, and ME Timmerman. 2015. Using exploratory factor analysis to determine the dimensionality of discrete responses. Structural Equation Modeling: A Multidisciplinary Journal 22, 1 (2015), 87--101.
[7]
Victoria Bennett, Tarek Abdoun, Casper Harteveld, Flora P McMartin, and Usama El Shamy. 2017. Classroom implementation of game-based module for geotechnical engineering education. In 124th ASEE Annual Conference and Exposition, Conference Proceedings. 1--10.
[8]
Victoria G Bennett, Casper Harteveld, Tarek Abdoun, Usama El Shamy, Flora McMartin, Binod Tiwari, and Anirban De. 2020. Implementing and Assessing a Game-Based Module in Geotechnical Engineering Education. In Geo-Congress 2020: Geotechnical Earthquake Engineering and Special Topics. American Society of Civil Engineers Reston, VA, 676--684.
[9]
Tom Boellstorf, Bonnie Nardi, Celia Pearce, and Tina L Taylor. 2012. Ethnography and virtual worlds: A handbook of method. Princeton University Press.
[10]
Jeanne H Brockmyer, Christine M Fox, Kathleen A Curtiss, Evan McBroom, Kimberly M Burkhart, and Jacquelyn N Pidruzny. 2009. The development of the Game Engagement Questionnaire: A measure of engagement in video gameplaying. Journal of Experimental Social Psychology 45, 4 (2009), 624--634.
[11]
John Brooke. 1996. SUS: a 'quick and dirty'usability. Usability evaluation in industry (1996), 189.
[12]
Florian Brühlmann and Elisa D Mekler. 2018. Surveys in games user research. In Games User Research, A. Drachen, P. Mirza-Babaei, and L.E. Nacke (Eds.). Oxford University Press, 141--162.
[13]
Fred B. Bryant and Paul R. Yarnold. 1995. Principal-components analysis and exploratory and confrmatory factor analysis. In Reading and understanding multivariate statistics. American Psychological Association, Washington, DC, US, 99--136.
[14]
Peter Cabrera-Nguyen. 2010. Author guidelines for reporting scale development and validation results in the Journal of the Society for Social Work and Research. Journal of the Society for Social Work and Research 1, 2 (2010), 99--103.
[15]
M-T Cheng, H-C She, and Leonard A Annetta. 2015. Game immersion experience: its hierarchical structure and impact on game-based science learning. Journal of Computer Assisted Learning 31, 3 (2015), 232--253.
[16]
Alena Denisova, A Imran Nordin, and Paul Cairns. 2016. The convergence of player experience questionnaires. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. 33--37.
[17]
Heather Desurvire and Magy Seif El-Nasr. 2013. Methods for game user research: studying player behavior to enhance game design. IEEE computer graphics and applications 33, 4 (2013), 82--87.
[18]
Magy Seif El-Nasr, Anders Drachen, and Alessandro Canossa. 2016. Game analytics. Springer.
[19]
Leandre R Fabrigar, Duane T Wegener, Robert C MacCallum, and Erin J Strahan. 1999. Evaluating the use of exploratory factor analysis in psychological research. Psychological methods 4, 3 (1999), 272.
[20]
Marjolein Fokkema and Samuel Greif. 2017. How performing PCA and CFA on the same data equals trouble: Overftting in the assessment of internal structure and some editorial thoughts on it. European Journal of Psychological Assessment 33, 6 (2017), 399--402. https://doi.org/10.1027/1015-5759/a000460 Place: Germany Publisher: Hogrefe Publishing.
[21]
David Goretzko, Trang Thien Huong Pham, and Markus Bühner. 2019. Exploratory factor analysis: Current use, methodological developments and recommendations for good practice. Current Psychology (2019), 1--12.
[22]
Jonathan Gutman. 1982. A means-end chain model based on consumer categorization processes. Journal of marketing 46, 2 (1982), 60--72.
[23]
Jonathan Gutman and Thomas J Reynolds. 1979. An investigation of the levels of cognitive abstraction utilized by consumers in product diferentiation. Attitude research under the sun (1979), 128--150.
[24]
Joseph F Hair, William C Black, Barry J Babin, Rolph E Anderson, Ronald L Tatham, et al. 1998. Multivariate data analysis. Vol. 5. Prentice hall Upper Saddle River, NJ.
[25]
D Hooper, J Coughlan, M Mullen, and D Hooper. 2008. Structural equation modelling: guidelines for determining model ft. Electron J Bus Res Methods 6, 1 (2008), 53--60.
[26]
Daniel Johnson, M John Gardner, and Ryan Perry. 2018. Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ). International Journal of Human-Computer Studies 118 (2018), 38--46.
[27]
Cheng-Hsien Li. 2016. Confrmatory factor analysis with ordinal data: Comparing robust maximum likelihood and diagonally weighted least squares. Behavior research methods 48, 3 (2016), 936--949.
[28]
Pejman Mirza-Babaei, Sebastian Long, Emma Foley, and Graham McAllister. 2011. Understanding the Contribution of Biometrics to Games User Research. In DiGRA conference. Citeseer.
[29]
Laura L Swisher, Jason W Beckstead, and Muriel J Bebeau. 2004. Factor analysis as a tool for survey analysis using a professional role orientation inventory as an example. Physical Therapy 84, 9 (2004), 784--799.
[30]
Josef Wiemeyer, Lennart Nacke, Christiane Moser, et al. 2016. Player experience. In Serious Games. Springer, 243--271.

Cited By

View all
  • (2024)Towards Game Translation User Research10.1017/9781009385824Online publication date: 2-May-2024
  • (2024)Effects of industrial design properties of game controllers on player experienceEntertainment Computing10.1016/j.entcom.2024.10068750(100687)Online publication date: May-2024
  • (2022)miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience InventoryProceedings of the ACM on Human-Computer Interaction10.1145/35495076:CHI PLAY(1-26)Online publication date: 31-Oct-2022
  • Show More Cited By

Index Terms

  1. Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI)

        Recommendations

        Comments

        Information & Contributors

        Information

        Published In

        cover image ACM Conferences
        CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
        November 2020
        435 pages
        ISBN:9781450375870
        DOI:10.1145/3383668
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Sponsors

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        Published: 03 November 2020

        Permissions

        Request permissions for this article.

        Check for updates

        Author Tags

        1. game user research
        2. player experience
        3. scale development
        4. survey

        Qualifiers

        • Short-paper

        Funding Sources

        • NSF

        Conference

        CHI PLAY '20
        Sponsor:

        Acceptance Rates

        Overall Acceptance Rate 421 of 1,386 submissions, 30%

        Contributors

        Other Metrics

        Bibliometrics & Citations

        Bibliometrics

        Article Metrics

        • Downloads (Last 12 months)51
        • Downloads (Last 6 weeks)13
        Reflects downloads up to 17 Feb 2025

        Other Metrics

        Citations

        Cited By

        View all
        • (2024)Towards Game Translation User Research10.1017/9781009385824Online publication date: 2-May-2024
        • (2024)Effects of industrial design properties of game controllers on player experienceEntertainment Computing10.1016/j.entcom.2024.10068750(100687)Online publication date: May-2024
        • (2022)miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience InventoryProceedings of the ACM on Human-Computer Interaction10.1145/35495076:CHI PLAY(1-26)Online publication date: 31-Oct-2022
        • (2022)Development and Validation of a German Version of the Player Experience Inventory (PXI)Proceedings of Mensch und Computer 202210.1145/3543758.3543763(265-275)Online publication date: 4-Sep-2022
        • (2022)Player Experience with Brazilian accent: development and validation of PX-BR, a summarized instrument in PortugueseProceedings of the XVIII Brazilian Symposium on Information Systems10.1145/3535511.3535527(1-8)Online publication date: 16-May-2022

        View Options

        Login options

        View options

        PDF

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        Figures

        Tables

        Media

        Share

        Share

        Share this Publication link

        Share on social media