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Denisova et al. (2017) measured how challenges are experienced.
The document outlines the development and validation of a Videogame Challenge Preference (CHA) inventory, aiming to categorize and measure player preferences for different types of challenges in videogames. The study's broader goal is to provide a tool for understanding gaming phenomena, aiding player-centric game development, and supporting targeted marketing efforts.
The methodology involved an exploratory factor analysis (EFA) of survey data collected from 813 respondents, with a mean age of 28.9 years and 59.4% men. The survey, which included 38 preliminary challenge types derived from existing play and game research literature and neuropsychological studies, was administered online and took approximately 20 minutes to complete. Respondents were recruited from social media platforms.
The EFA identified five distinct factors representing different challenge preferences. These factors are: Analytical (e.g., creative and logical problem-solving, imagination), Physical (e.g., fast reaction, dexterity, precision, time pressure), Insight (e.g., word puzzles, quizzes, memory puzzles, riddles, mathematics, mazes, hidden objects), Socio-Emotional (e.g., moral and ethical dilemmas, emotionally difficult subjects, diplomacy, negotiating, in-depth understanding), and Foresight (e.g., strategy, tactics, optimizing, leadership, considering probabilities). Each factor demonstrated good internal consistency, with alpha coefficients ranging from 0.77 to 0.87. The study provides a structured framework for understanding the multifaceted nature of challenge in videogames, moving beyond simple physical and cognitive distinctions to include emotional and strategic elements.
University of Applied Sciences Upper Austria · 2026