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Development of an Instrument for Evaluating Action Video Game Elements

Author

Listed:
  • Elena Novak
  • Ilker Soyturk

Abstract

Background Studies on the impact of videogame play on the brain and behavior demonstrates potential benefits of playing action video games (AVGs) for cognitive enhancements. However, it is becoming increasingly challenging to distinguish between AVGs and non-AVGs due to the emergence of new video game genres and platforms that incorporate action elements in historically non-action genres. Thus, more research is needed to understand AVG mechanics. Objective This study developed an Action Video Game Elements (AVGE) Likert-type scale for differentiating an AVG from a non-AVG and examined its performance in an AVG and a non-AVG. Method We employed standardized lab data collection procedures to administer the AVGE scale in undergraduate education majors after they played either an AVG ( n = 144) or a non-AVG ( n = 48). Results Exploratory factor analysis revealed a five-factor theoretically sensible structure: (1) focus, (2) pacing & goal setting, (3) challenge, (4) sensory stimulation, and (5) speed. Using an experimental research design, we examined the AVGE scale for its ability to distinguish an AVG from a non-AVG. Players who played the AVG rated the game significantly higher in all AVGE categories than their peers who played a non-AVG, thus providing empirical evidence regarding the scale’s discriminant validity of the game. Additionally, we explored the AVGE score differences in players with and without prior AVG experience in the AVG and non-AVG. Conclusion The AVGE scale has a promising internal consistency and discriminant validity. Future research can use it for examining AVG elements in various games as well as guiding the design and development of video games that aim to enhance cognition and better align these games with players’ demographics.

Suggested Citation

  • Elena Novak & Ilker Soyturk, 2025. "Development of an Instrument for Evaluating Action Video Game Elements," Simulation & Gaming, , vol. 56(1), pages 84-116, February.
  • Handle: RePEc:sae:simgam:v:56:y:2025:i:1:p:84-116
    DOI: 10.1177/10468781241290534
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