Research Article
Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation
Table 1
Demographic profile of respondents.
| | Sample 1 (), % EFA | Sample 2 (), % CFA |
| Gender | | | Male | 55.1 | 63.3 | Female | 44.9 | 36.7 | Age (years) | | | 15-16 | 0 | 1.1 | 17-18 | 16.2 | 19.6 | 19 | 83.8 | 79.3 | Ethnicity | | | Malay | 88.2 | 38.1 | Chinese | 10.3 | 50.0 | Indian | 1.5 | 11.9 | Education | | | Secondary school student | 3 | 11.5 | Diploma/foundation student | 109 | 28.9 | Fresh undergraduate student | 24 | 59.6 | Frequency of videogame play | | | Everyday | 33.1 | 39.6 | Once a week | 19.1 | 20.4 | A few times a week | 47.8 | 40.0 | Average daily hours of videogame play | | | 1–4 hrs/daily | 66.9 | 71.5 | Above 4–8 hrs/daily | 30.1 | 24.1 | Above 8–12 hrs/daily | 2.2 | 2.6 | More than 12 hrs/daily | .7 | 1.9 |
| Answers generated in multiple response setting (percent of cases means each percentage is out of 100) | Most genre of videogames played | | | Action | 68.4 | 64.4 | Adventure | 64.0 | 60.4 | Arcade | 39.7 | 30.7 | Shooter | 58.1 | 54.8 | Role-playing | 39.7 | 47.0 | Fighting | 55.9 | 47.0 | Strategy | 60.3 | 58.1 | Sports game | 45.6 | 34.8 | Racing | 60.3 | 45.2 | Casual | 22.1 | 22.6 | Children’ entertainment | 14.0 | 11.1 | Family entertainment | 22.8 | 14.8 | Flight | 14.0 | 14.4 | Other videogames/genre | 8.1 | 6.7 | Most common platform for videogame players | | | Personal computer | 81.6 | 78.5 | Dedicated gaming console | 43.4 | 23.7 | Smartphone | 70.6 | 66.7 | Wireless device | 20.6 | 22.6 | Dedicated handheld device | 8.1 | 8.1 | Others | .7 | 0 |
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