LUBBOCK, TX (and sadly not YOKOHAMA, JAPAN) — This post is a few months behind schedule, but our research team (myself, Jih-Hsuan Tammy Lin, and Chieh Jack Wu) is pleased to report on the progress of our Fulbright-funded research: our first CHI acceptance and publication. =)
For those unfamiliar, CHI (pronounced kai) is the “Computers in Human Interaction” conference (also referred to as SIGCHI) and is broadly considered one of the pre-eminent conferences and proceedings for human factors, media psychology, media and communication, and various other areas of research — including a growing focus on gaming and game studies. Acceptance rates tend to hover around the 25% mark. Although I’ve reviewed manuscripts for them in the past, I’ve never submitted any work of my own.
For this project, we were looking to refine and calibrate our Video Game Demand Scale for use in Taiwan. As we noted in the paper, Taiwan is one of the largest gaming markets in Southeast Asia (over $2 billion expected in revenues by 2021). Likewise, prior use of the scale has been restricted to English and German-speaking populations, which is a strong start for the work but fails to represent (a) a generally understudied population with respect to published gaming research and (b) one of the world’s most spoken languages.
For our work, we worked alongside students enrolled in the International Program in International Communication Studies at the National Chengchi University to help us translate our scales and pilot test their rollout, before soliciting survey responses from a variety of Chinese-language gaming forums. We retained N = 863 respondents, with about 2/3 enrolled in colleagues but ranging in age from 18 to 54.
The short version? The scale’s factor structure largely replicated prior work with English- and German-language participants.
This was a small-but-critical step in our team’s continued focus on the interactivity-as-demand model. In validating a measurement device in several languages, we’re able to go deeper into how Chinese-speaking players are experiencing the demands of video game play, and both (a) how formal features of games might impact demand perceptions and (b) how these impacts drive entertainment outcomes. That work is already revealing some very cool results, which we hope to share soon. =)
Due to a generous grant from Texas Tech University Libraries, we’re happy to offer this manuscript open-access through the Association of Computing Machinery’s Digital Library. The complete manuscript is available at https://dl.acm.org/doi/10.1145/3411764.3445348. Moreover, in keeping with our lab’s commitment to open science practices, we also offer our study survey (translated to Mandarin Chinese) and anonymized data are available at https://osf.io/h7ruq/. Our video from CHI21 is also offered, below: