Quantifying Video Game Expertise

Participants’ self- report of their level of expertise in video game play (VG) is the basis for establishing a baseline of VG experience in many studies. In this study, expert players assessed participants’ actual game play and rated it based on the number of points earned in the game and the decisions they made during their game play with an included rubric. The expert rating was regressed on the self-report of the number of hours of play per week, the self-rating of video game expertise and a spatial cognition measure. The findings suggest that self-report of expertise in video game play is inaccurate.

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Work Title Quantifying Video Game Expertise
Access
Open Access
Creators
  1. Lisa Jo Elliott
  2. Tyler Hampton
  3. Jessica McCoy
  4. Kathryn Kriebs
  5. Melissa Rowlison
  6. Autumn Waite
  7. Abigail Blackwell
License In Copyright (Rights Reserved)
Work Type Article
Publisher
  1. Springer International Publishing
Publication Date 2020
Publisher Identifier (DOI)
  1. 10.1007/978-3-030-50896-8_30
Source
  1. Advances in Intelligent Systems and Computing
  2. Advances in Human Factors in Training, Education, and Learning Sciences
Deposited September 22, 2022

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Version 1
published

  • Created
  • Added 2020 Elliott Hampton Quantifying Video Gaming Expertise preprint-1.pdf
  • Added Creator Lisa Jo Elliott
  • Added Creator Tyler Hampton
  • Added Creator Jessica McCoy
  • Added Creator Kathryn Kriebs
  • Added Creator Melissa Rowlison
  • Added Creator Autumn Waite
  • Added Creator Abigail Blackwell
  • Published
  • Updated