Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children
Metadatos
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Zurita Ortega, Félix; Medina Medina, Nuria; Gutiérrez Vela, Francisco Luis; Chacón Cuberos, RamónEditorial
MDPI
Materia
Computer games Properties psychometric Video games Validation
Fecha
2020-03-14Referencia bibliográfica
Zurita Ortega, F., Medina Medina, N., Gutiérrez Vela, F. L., & Chacón Cuberos, R. (2020). Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children. Sustainability, 12(6), 2283.
Patrocinador
This research is supported by the Andalusian Research Program under the project P11-TIC-7486 co-funded by FEDER, together with TIN2014-56494-C4-3-P and TEC2015-68752 from the Spanish Ministry of Economy and Competitiveness and FEDER also.Resumen
The knowledge of evaluation instruments to determine the level of gameplay of
schoolchildren is very important at this time. A systematic review has been carried out in this
study. The aim of this paper is to investigate the psychometric properties of a study of a sample
of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2 +/- 1.17 years, range:
10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game
session with a serious educational game. The final scale consisted of three factors. The fit for factor 1
(usability) was 0.712, the fit for factor 2 was 0.702 (satisfaction), the fit for factor 3 was 0.886 (empathy)
and the overall fit was 0.868. A positive and direct relationship could be observed between all the
dimensions of the developed scale. The greatest correlation strength is shown between satisfaction
and empathy (r = 0.800; p < 0.005), followed by satisfaction and usability (r = 0.180; p < 0.05) and
the association between empathy and usability (r = 0.140; p < 0.05). In summary, the results of the
present study support the use of the Gameplay-Scale as a valid and reliable measure of the game
experience of youth populations. These results demonstrate strong psychometric properties so that
the Gameplay-Scale appears to be a valid instrument for children in different contexts where an
educational video game is used, analyzing its usability/“playability” in terms of learning to use it,
game satisfaction, and empathy.