目的开发适用于手机游戏的用户体验评价量表。方法基于心流理论和游戏平台的固有特性确定初始量表,招募380名在校学生和企业职工作为被试,通过手机APP问卷星和现场填写两种形式收集问卷,分析其信效度。结果量表包括22个题目,分为6个维度,累计方差解释率67.28%。量表的结构拟合度较好(NFI=0.920,IFI=0.976,TLI=0.970,RMSEA=0.046)。各维度内部一致性系数在0.876—0.927之间,组合信度均在0.854—0.947之间,平均抽取方差的平方根均大于各维度间的相关系数。将量表应用于两款手机游戏(皇室战争H和地铁跑酷D)用户体验评价,结果表明游戏H用户体验水平优于游戏D,在反馈、沉浸、挑战和社交4个维度及用户体验总得分上均表现出显著性差异,而在移动和控制两个维度上不存在显著性差异,这与游戏本身分析结果相一致。结论新量表适用于手机游戏用户体验评价,为后续手机游戏用户体验研究打下良好基础。
Objective Develop a scale to evaluate user experience of mobile games. Methods The initial scale was obtained based on flow theory and GameFlow mobel. A total of 380 participants recruited from college students and enterprise staffs filled the user experience scale of mobile games through two ways of on - line and off - line, then test reliability and validity of the scale. Results The final scale included 22 cases,divided into six dimensions ,and the ac- cumulative total variance explained rate was 67.28%. The scale had better structure fitting( NFI = 0.920, IFI = 0.976, TLI = 0.970, RMSEA = 0.046). The internal consistency coefficient of each dimension was between 0.876 to 0.927, the composite reliability was between 0. 854 to 0.947, and the square root of average variance extraction (AVE) were greater than the correlation coefficient between the dimension. Finally using the scale to evaluate two mobile games( Clash Roy- ale H and Subway Surfers D). The results showed that user experience level of game H was better than that of the D, and all dimensions and the total scores showed significant difference except for dimension of mobile and control. The comparative results were consistent with the game itself. Conclusion The new scale is suitable for the user experience evaluation of mobile zames and lay a zood foundation for subseouent research of mobile games.