A Practical Guide to Using Digital Games as an Experiment Stimulus

Simon Järvelä, Inger Ekman, J. Matias Kivikangas, Niklas Ravaja

Abstract


Digital games offer rich media content and engaging action, accessible individually or in groups collaborating or competing against each other. This makes them promising for use as a stimulus in research settings. This paper examines the advantages and challenges of using games in experimental research with particular focus on strict stimulus control through the following four areas: (1) matching and regulating task type, (2) data segmentation and event coding, (3) compatibility between participants, and (4) planning and conducting data collection. This contribution provides a breakdown of the steps necessary for using a digital game in experimental studies, along with a checklist for researchers illustrating variables that potentially affect the reliability and validity of experiments. We also offer a study example to illustrate how these considerations apply to practice. The aim is to provide support to researchers planning and conducting empirical experiments involving games, and also to those evaluating the works of others.


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DOI: https://doi.org/10.26503/todigra.v1i2.16
 
 
Published by the Digital Games Research Association.