Publication:
Self-report measure of dispositional flow experience in the video game context: conceptualisation and scale development

dc.contributor.authorCai, Xiaowei
dc.contributor.authorCebollada Calvo, Javier
dc.contributor.authorCortiñas Ugalde, Mónica
dc.contributor.departmentEnpresen Kudeaketaeu
dc.contributor.departmentInstitute for Advanced Research in Business and Economics - INARBEen
dc.contributor.departmentGestión de Empresases_ES
dc.contributor.funderUniversidad Pública de Navarra / Nafarroako Unibertsitate Publikoaes
dc.date.accessioned2022-09-19T08:50:49Z
dc.date.available2022-09-19T08:50:49Z
dc.date.issued2022
dc.date.updated2022-09-19T08:40:09Z
dc.description.abstractThe flow theory has been widely applied to explain video game players¿ gaming and purchasing behaviour. However, due to the conceptual and empirical flaws of the current measurement instruments, researchers can hardly apply them to measure dispositional flow experience of adult video game players. In this research, we conceptualised flow experience and developed its measurement instrument in the video game context. To achieve these objectives, we conducted five phases with different participants in each of them: conceptualisation of the constructs and item generation (n = 13), expert judging (n = 5), pre-test (n = 96), initial development and validation (n = 289), and advanced development and validation (n = 593). We applied both qualitative and quantitative analysis to conceptualise and measure flow experience of video game players, including grounded theory and several statistical tools of latent variable modelling. We obtained a scale of 28-items that performs well in the first-order model. Moreover, we tested three hierarchical structure of flow experience: unidimensional model, independent antecedent model, and hierarchical antecedent model. Results show that hierarchical antecedent model is the best structure to represent flow experience. We named our scale Video Game Dispositional Flow Scale (VGDFS).en
dc.description.sponsorshipSpanish Ministry of Education and Science [Project number: ECO2015-65393-R and PID2019-108554RB-I00] and the Public University of Navarre.en
dc.format.mimetypeapplication/pdfen
dc.format.mimetypeapplication/zipen
dc.identifier.citationCai, X.; Cebollada, J.; Cortiñas, M.. (2022). Self-report measure of dispositional flow experience in the video game context: conceptualisation and scale development. International Journal of Human Computer Studies. 159, 102746-102746 .en
dc.identifier.doi10.1016/j.ijhcs.2021.102746
dc.identifier.issn1071-5819
dc.identifier.urihttps://academica-e.unavarra.es/handle/2454/44031
dc.language.isoengen
dc.publisherElsevieren
dc.relation.ispartofInternational Journal of Human Computer Studies 159 (2022) 102746en
dc.relation.projectIDinfo:eu-repo/grantAgreement/MINECO//ECO2015-65393-R/ES/en
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-108554RB-I00/ES/en
dc.relation.publisherversionhttps://doi.org/10.1016/j.ijhcs.2021.102746
dc.rights© 2021 The Author(s). This is an open access article under the CC BY-NC-ND license.en
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/en
dc.subjectFlow experienceen
dc.subjectFlow scaleen
dc.subjectVideo gamesen
dc.subjectScale developmenten
dc.titleSelf-report measure of dispositional flow experience in the video game context: conceptualisation and scale developmenten
dc.typeinfo:eu-repo/semantics/article
dc.type.versionVersión publicada / Argitaratu den bertsioaes
dc.type.versioninfo:eu-repo/semantics/publishedVersionen
dspace.entity.typePublication
relation.isAuthorOfPublicatione43aef42-683c-499f-a384-4ce024260944
relation.isAuthorOfPublicationb85da891-c838-4554-992f-e730c841c150
relation.isAuthorOfPublication6730a5e7-4517-4bd5-98f7-153b481be60b
relation.isAuthorOfPublication.latestForDiscoverye43aef42-683c-499f-a384-4ce024260944

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