Data in Brief.xlsx (27.19 kB)
Data on the construction and validation of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) - A psychometric tool for measuring perceived challenge in video games
datasetposted on 2019-08-16, 14:34 authored by Alena Denisova, Paul Cairns, Christian Guckelsberger, David Zendle
This dataset consists of a single Excel .xlsx spreadsheet with four tabs. The data include a psychometric instrument for measuring perceived challenge in video games (named the Challenge Originating from Recent Gameplay Interaction Scale, or CORGIS), along with complementary data on how the CORGIS was derived and validated.
Names and brief explanations of the four tabs are as follows:
- CORGIS - Final: The final CORGIS questionnaire of 30 questions, arranged into 4 sub-scales of Cognitive Challenge, Emotional Challenge, Performative Challenge, and Decision-Making Challenge. The questionnaire is intended for use as a Likert scale, in which answers range from 1 = 'strongly disagree' to 7 = 'strongly agree', with 4 being the neutral 'neither agree nor disagree'.
- Initial Items Pool and PCA: An initial pool of 60 questions constructed via literature review and interviews with players, and refined to remove items not relevant to 'challenge'. Loadings of single-factor and four-factor Exploratory Factor Analysis based on the Likert responses are presented alongside the questions.
- Online survey I - Games: A list of video games played by participants in the first of two online surveys. Data includes each game's genre and the frequencies of games per genre.
- Online survey II - Games: A list of video games played by participants in the second of two online surveys. Data includes each game's genre and the frequencies of games per genre.
The related study gives an in-depth description of the creation of the CORGIS psychometric tool for measuring perceived challenge in digital games. The CORGIS is a systematic, extensive and reliable instrument to evaluate the level of player's perceived challenge in digital games, with the wider goal of providing a robust measure that can be used by both game developers and researchers to quantify players' challenge experiences.