thinking styles thesis
DESCRIPTION
Thesis report about individuals' preferred thinking styles and its correlation to preferred types of video games. This report details my thorough research and formal writing skills. thorough tTRANSCRIPT
PREFERENCE OF TYPES OF VIDEO GAMES AS A FUNCTION OF PREFERENCE OF
THINKING STYLES
A THESIS SUBMITTED TO THE DEPARTMENT OF COMMUNICATION OF THE
UNIVERSITY OF HAWAI‘I IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR
THE DEGREE OF
BACHELOR OF ARTS
IN
COMMUNICATION
April, 2011
By
XXXXX
Instructor:
XXXXX
ACKNOWLEDGEMENTS
Thank you XXXXX for helping me run SPSS.
Thank you XXXXX & XXXXX for helping me conceptualize my key terms.
Thank you XXXXX for helping me hone my survey and research questions.
Thank you to all my participants for their help in gathering data.
II
ABSTRACT
Topic of thinking styles is commonly referred to in creativity research, but
the present study aims to connect thinking styles when solving problems and the
type of game play style they tend to gravitate towards. The present study tested this
relationship through correlating the two thinking styles with the two game play
styles and yielded significant results for all four correlations. These results support
the notion that gamers like games and possibly a potentially untapped market of
games with scripted game play.
III
LIST OF TABLES
Table 1. Correlations for Hypotheses 1 and 2...............................................................12
IV
TABLE OF CONTENTS
Acknowledgements...............................................................................................IIAbstract................................................................................................................IIIList of Tables........................................................................................................IVTable of Contents..................................................................................................VChapter I: Introduction........................................................................................1
Background........................................................................................................................... 1Research Objectives........................................................................................................... 2
Chapter II: Literature Review.............................................................................4Game Play Styles..................................................................................................................4Thinking Styles.....................................................................................................................5Summary................................................................................................................................ 5
Chapter III: Research Questions & Key Concepts............................................6Research Objective:............................................................................................................6Research Question:............................................................................................................. 6
Hypothesis 1:......................................................................................................................................6
Hypothesis 2:......................................................................................................................................6
Key Concepts......................................................................................................................... 6Divergent Thinking..........................................................................................................................6
Convergent Thinking......................................................................................................................7
Emergent Game Play.......................................................................................................................7
Scripted Game Play..........................................................................................................................7
Chapter IV: Methodology.....................................................................................8Participants........................................................................................................................... 8Instrumentation.................................................................................................................. 8
Demographic Information............................................................................................................8
Part 1: Preference of Thinking Style & Game Play Style.................................................9
Part 2: Favorite Video Game........................................................................................................9
Data Analysis........................................................................................................................ 9Part 1: Preference of Thinking Style & Game Play Style.................................................9
Part 2: Favorite Video Game.....................................................................................................10
Chapter V: Results and Discussions..................................................................11Hypothesis 1:......................................................................................................................11Hypothesis 2:......................................................................................................................11Discussion........................................................................................................................... 12
Chapter VI: Conclusion......................................................................................14Summary of Major Findings..........................................................................................14Contributions of the Study.............................................................................................14
V
Limitations.......................................................................................................................... 15Suggestions for Future Research.................................................................................15
References.............................................................................................................16Appendix A: Sample Consent Form..................................................................18Appendix B: Questionnaire................................................................................19
Demographic Information.............................................................................................19Screening Information....................................................................................................19Part I: Preferences of Thinking Style & Game Play Style.....................................19Part II: Favorite Games................................................................................................... 21
Appendix C...........................................................................................................22Reliability test for Divergent Thinking Questions.................................................22Reliability for Convergent Thinking Questions......................................................22Reliability test for Emergent Game Play Questions..............................................23Reliability test for Scripted Game Play Questions.................................................23Correlations........................................................................................................................ 24Correlations for Divergent thinking and Emergent Gameplay.........................24Correlations for Convergent Thinking and Scripted Gameplay........................25
VI
CHAPTER I: INTRODUCTION
Background
As a business, the gaming industry is all about supply and demand. By
understanding the people who are playing games and the games they tend to
gravitate to (demand), the industry has a better idea of what games to supply.
In order to understand why there is a demand for the gaming industry’s
product, it is important to define the product. Video Games are an interactive,
virtual medium in which a user participates through game play.
The industry has given multiple attempts at figuring out what its consumers
want. The main way they have done this is by categorizing the product, and then
formulating different pitches based on the category. However the current
categories are flawed in truly understanding the reason why there is a demand for
gaming. So, how does the gaming industry categorize its product? The most basic
categorization is by gaming system. Categorizing by gaming system is probably the
most commonly used method of categorizing games. Look at any video gaming
website and content will be divided by Playstation, X-Box 360, Wii, etc. This does
make sense because a game would not want to be marketed to a user who does not
have the means to play it. However, the flaw in this line of thinking is people like
games from different systems. Through this method, the market is driven not by the
consumers, but by their possessions. Another way the gaming industry categorizes
is by genres. This makes sense because genres of games span across gaming
systems and has a wider potential for understanding gamers’ likes. However, the
1
categorical stability of the “genre” is blurring and failing. There are dozens of video
game genres, and most games today fall under multiple genres. Also, even if genres
were used as the rational to marketing games to people (which to an extent, they
already are), it is far from the best method. One person who likes “First-person
shooters (FPS)” can have a complete distaste for “Role-playing games (RPGs)”. Even
further, another “FPS” lover may greatly enjoy “RPGs”. Genres simply do not
account for the wide variety of preferences the gaming consumer market has.
The topic of thinking styles is a subject that is commonly studied in creativity
research. While the debate is ongoing on the relationship between thinking styles
and its link to creativity, there is extremely little information on thinking styles’ link
to video gaming. As much as some may like to think otherwise, playing video games
requires thinking. Also, based on a glimpse of any video game related website or
magazine, one of the core parts of gaming culture is people articulating how much
they like (or dislike) various video games. If video gaming requires thinking and
people like games, it can be gleaned that in order to understand what kind of games
people like, one must understand what thinking style they like.
Research Objectives
Thesis Statement: Preference of thinking style has an effect on preference
of video game play style.
Analysis of the link between preference in thinking styles and preference in
game play style will help the video game industry in coming closer to its goal:
understanding demand to better prepare supply. To do this, this thesis aims to
2
measure gamers’ thinking styles and how that syncs up with the types of game play
they enjoy the most. If there is a significant correlation between the two variables,
this data can be used in the video gaming industry’s ongoing effort to better prepare
their supply.
3
CHAPTER II: LITERATURE REVIEW
The topic of divergent thinking is well researched only in the context of
measuring creativity (Afifi, McManus, Steuber, & Coho, 2009; Baer, 1994, 2008; Kim,
2008, 2006; Kousoulas, 2010; Kuhn & Holling, 2009; Silvia, 2008; Silvia et al., 2008).
While this is fine and dandy for the creativity field, the video gaming industry has
other uses for researching divergent thinking.
Game Play Styles
In all games, there is one common theme: interactivity. Interactivity is the
characteristic that differentiates gaming from other media like movies, books,
music, etc. So how do gaming developers promote this interactivity? They design a
series of problems for a player to solve in the context of the game. This is called
game play. Rowlings and Adams define game play as, “one or more causally linked
series of challenges in a simulated environment” (Rollings & Adams, 2003).
According to Sweetser, there are two types of game play: scripted and
emergent (Sweetser & Wiles, 2011). Scripted game play is described as an entities
based experience that is completely mapped out by the developer. This means there
is a specific way to play a game, and whatever way that is, is the correct way.
Emergent game play is a systems-based experience. This means that general tools
and rules are given to a player, but there is no “correct” way of playing the game.
Regardless of the game play style, the common characteristic between the
two is that there is a problem to be solved and players are charged with solving it.
4
With the gaming industry being worth 10.3 billion dollars in 2004 and rising (“An
Industry Shows Its Growning Value,” 2006), signs show that people must like
solving problems. Now what is left is determining what kinds of problems people
like.
Thinking Styles
Coincidentally, there are two types of thinking styles that people use when
attempting to solve problems: convergent and divergent. Convergent thinking is
defined as the ability to identify the correct solution to a problem (Chamorro-
Premuzic & Reichenbacher, 2008) and divergent thinking is the ability to generate
numerous and diverse ideas to open-ended questions (Kuhn & Holling, 2009).
Sound familiar? This is very similar the description of scripted and emergent game
play.
Summary
Due to the high similarity between thinking style when problem solving and
game play style, the following hypothesis is being made: people who like divergent
thinking will like games with emergent game play and people who like convergent
thinking will like games with scripted game play.
5
CHAPTER III: RESEARCH QUESTIONS & KEY CONCEPTS
Research Objective:
Determine relationship between preference of thinking styles and preference
of game play style?
Research Question:
Will people who prefer a particular thinking style like video games with a
corresponding game play style more than games with the opposite game play style?
Hypothesis 1:
People who prefer divergent thinking will prefer video games with emergent
game play more than games with scripted game play.
Hypothesis 2:
People who prefer convergent thinking will prefer video games with scripted
game play more than games with emergent game play.
Key Concepts
Divergent Thinking
Conceptual Definition: Divergent Thinking is the ability to generate
numerous and diverse ideas to open-ended questions (Kuhn & Holling, 2009).
6
Convergent Thinking
Conceptual Definition: Convergent Thinking is defined as the ability to
identify the correct solution to a problem (Chamorro-Premuzic & Reichenbacher,
2008)
Emergent Game Play
Conceptual Definition: An emergent game is rule-based systems that allow
the creation of game play out of combinations of existing game elements with
globally defined, consistent characteristics and behavior. An emergent game has
seemingly infinite “correct ways” of playing (Sweetser & Wiles, 2011).
Scripted Game Play
Conceptual Definition: A scripted game is the creation of game play out of the
ideas of a particular designer, as needed for a specific, localized occurrence in the
game. Essentially, a scripted game has a single, “correct way” of playing it (Sweetser
& Wiles, 2011).
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CHAPTER IV: METHODOLOGY
A purposive network & snowball sampling method was used. Snowball
sampling method helps increase the pool of participants that have played video
games, and more specifically, emergent games. Players did not have to know that
the games they played were classified as “emergent”.
Participants
The study consisted of 108 participants ages 18 and older (Male= 56,
Female=52). Through a combination of network and snowball sampling methods,
participants data was collected through an online survey.
Instrumentation
An online survey (Appendix I) was distributed between the dates of March
15, 2011 and March 25, 2011. Information retrieved from survey is as follows:
Demographic Information
For age, participants identified themselves as part of 1 of 3 age groups (18-30
years old, 31-40 years old, 40 years old+). Participants also select which gender
they are (Male or Female). On top of standard demographic information,
participants were asked to select games they have played from a list of games that
all have the emergent game play style. Through a 6 point categorical scale (1= I do
not play any of the listed games, 6= I play the selected games very often),
participants would then rank how often they play their selected game(s).
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Part 1: Preference of Thinking Style & Game Play Style
Through a 6-point categorical scale (1=strongly disagree, 6=strongly agree),
participants rank their favorability of multiple aspects of divergent thinking (7
items), convergent thinking (7 items), emergent game play (6 items), and scripted
game play (4 items).
Part 2: Favorite Video Game
Participants are asked to list their top 5 favorite video games in order. This
study only requires their number 1 favorite game to cross check with their
responses to part 1. This encourages participants to really think about the games
they list and increases validity of the number 1 choice as their most favorite video
game. Participants’ number 1 selection was then coded as 1= Emergent Game Play
or 2= Scripted Game Play.
Data Analysis
The relationship between participants’ preference of various thinking styles
and preference of game play style is checked through a 2-tailed, bivariate
correlation.
Part 1: Preference of Thinking Style & Game Play Style
People who prefer divergent thinking and emergent game play should score
high on each question. Conversely, people who prefer convergent thinking and
scripted game play style should score lower on each question. The mean of each of
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the four variables is calculated and used to run correlations.
Part 2: Favorite Video Game
Participants #1 favorite game are then coded as:
1= game with emergent game play
2= game with scripted game play
This variable is then correlated with the four main variables to further verify
the previously stated hypotheses. A significant and positive correlation between
divergent thinking/emergent game play and convergent thinking/scripted game
play is anticipated.
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CHAPTER V: RESULTS AND DISCUSSIONS
In line with the previous research, correlation 1 (divergent thinking and
emergent game play) is a significant, positive correlation (p= .46). Correlation 2
(convergent thinking and scripted game play) is also a significant, positive
correlation (p=.43).
Hypothesis 1:
People who have divergent thinking style like video games with emergent
game play.
Hypothesis 1 was analyzed using correlations. The two variables of divergent
thinking and emergent game play were strongly correlated, r(106) = .464, p < .01. This
indicates that those participants who rated themselves as divergent thinkers prefer video
games with emergent game play.
Hypothesis 2:
People who prefer convergent thinking will prefer video games with scripted
game play more than games with emergent game play.
Hypothesis 2 was also tested using correlations. The two variables of divergent
thinking and emergent game play were strongly correlated, r(106) = .427, p < .01. This
indicates that those participants who identify themselves as convergent thinkers prefer
video games with scripted game play. Table 1 summarizes the findings of hypothesis 1
and hypothesis 2.
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Table 1. Correlations for Hypotheses 1 and 2
Items Pearson correlation (r)
Degree of freedom (df)
p-value
Divergent Thinking * Emergent Game Play .464 106 .000Convergent Thinking * Scripted Game Play .427 106 .000
Unexpectedly, correlation 3 (divergent thinking and scripted game play) is
also a significant, positive correlation (p= .28). Also, correlation 4 (convergent
thinking and emergent game play) is also a significant, positive correlation (p=.30).
Further tests verified that there is still a significant difference between
correlations 1 & 3 (t=2.18, p=-.05) and correlations 2 & 4 (t=2.18, p=-.05)
Discussion
Based on the previous research, it was anticipated that there would be an
insignificant correlation between opposing variables (i.e. divergent
thinking/scripted game play and convergent thinking/emergent game play).
However, results yielded significant correlations for all types of thinking styles with
all types of game play styles. To further complicate the situation, correlations 1 & 3
were tested to see if there truly was a significant difference between the two
correlations and, in line with previous research, the result was still yes. So how do
these kinds of results happen when previous research suggests that they shouldn’t?
The best explanation for this outcome can most likely be explained by the
idea that gamers like games. Provided that the person enjoys playing video games, a
gamer will usually be more than willing to play a video game with a game play style
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opposite to his/her preferred thinking style if the only other option is to not play
video games at all.
A second, albeit less likely, but still plausible explanation for the current
study’s results could be due to the extremely uneven ratio of video games with
emergent game play: video games with scripted game play. Of the 108 participants
in the current research, only 3 gamers’ #1 favorite video game was a game that
classified under “scripted game play” compared to the 101 that classified under
“emergent game play” (4 participants left the section blank). This extraordinarily
small number suggests that the pool of straight scripted game play video games is
also very small. This would mean that gamers would less likely be exposed to this
type of game, which in turn makes a small pool of straight scripted game play
gamers. So, convergent thinking people may vary well like scripted games much
more significantly than emergent games, but the lack of exposure to straight
scripted games prevents them ever knowing about it. If this is the case, this could
explain the rapid growth of the casual gaming industry in recent years. Casual
games tend to be mini-game oriented with few objectives. They are most prominent
on mobile devices like cell phones and iPods. Casual games very often fall under the
scripted game play style and based on the current study’s results, there’s a huge
market for casual games.
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CHAPTER VI: CONCLUSION
Summary of Major Findings
Gamers like games. In line with previous research, divergent thinking/
emergent game play (correlation 1) and convergent thinking/ scripted game play
(correlation 2) are significantly and positively correlated. Conversely to previous
research, the present study shows positive and significant correlations between
divergent thinking/scripted game play (correlation 3) and convergent thinking/
emergent game play (correlation 4).
These results can also be interpreted as a viable reason for the recent success
of mobile and casual gaming. Because of the significant and positive correlations 3
and 4, it can be inferred that gamers have been craving for simpler, mechanics-
driven, scripted game play, regardless of their thinking style. With the increased
supply of scripted game play through the mobile and casual gaming markets,
gamers are now getting what they wanted, and the sales show it.
Contributions of the Study
The current study contributes to the body of video gaming research as a
whole due to the fact that there is so little video gaming research to begin with.
Frankly, there is little video gaming research research outside of the topic of “do
violent video games make children violent?” This is merely one small step toward
understanding how video gaming plays a role in modern day society, but all bodies
of research start with that first step.
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Limitations
The biggest limitation hindering this study was time. Time to properly go
through the IRB; time to fine tune research questions to find a causal relationship
between variables; time to learn SPSS properly; time to gather more data and reach
significance for the ”How often do you play Emergent Video Games?” and Scripted
Game Play correlation (about 20 more participants would have helped this
correlation reach significance). More time would have made the difference this
student thesis and a truly publishable work.
Suggestions for Future Research
The biggest suggestions for future research would be increasing the time to
do a project as big as this. More time would allow for future researchers to
disqualify the effect of other potential variables on the current research’s
correlations. This would enable causal relationships between the present research’s
variables to be tested instead of simple correlations. Another suggestion is
recreating this study with a different sample population. If results are still
significant, it can be more confidently supported that the results are not due to a
type 1 error. A larger sample size is also highly recommended to reach significance
for correlations between the convergent thinking and how often participants play
video games with emergent game play.
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REFERENCES
Afifi, T. D., McManus, T., Steuber, K., & Coho, A. (2009). Verbal Avoidance and Dissatisfaction in Intimate Conflict Situations. Human Communication Research, 35(3), 357-383. doi:10.1111/j.1468-2958.2009.01355.x
An Industry Shows Its Growning Value. (2006, May 12). . Retrieved from http://www.businessweek.com/innovate/content/may2006/id20060511_715050.htm?campaign_id=rss_innovate
Baer, J. (1994). Why You Shouldn't Trust Creativity Tests. Educational Leadership, 51(4), 80-83.
Baer, J. (2008). Commentary: Divergent thinking tests have problems, but this is not the solution. Psychology of Aesthetics, Creativity, and the Arts, 2(2), 89-92. doi:10.1037/1931-3896.2.2.89
Chamorro-Premuzic, T., & Reichenbacher, L. (2008). Effects of personality and threat of evaluation on divergent and convergent thinking. Journal of Research in Personality, 42(4), 1095-1101. doi:10.1016/j.jrp.2007.12.007
Kim, K. (2008). Meta-analyses of the relationship of creative achievement to both IQ and divergent thinking test scores. The Journal of Creative Behavior, 42(2), 106-130.
Kim, K. H. (2006). Can We Trust Creativity Tests? A Review of the Torrance Tests of Creative Thinking (TTCT). Creativity Research Journal, 18(1), 3. doi:10.1207/s15326934crj1801_2
Kousoulas, F. (2010). The Interplay of Creative Behavior, Divergent Thinking, and Knowledge Base in Students' Creative Expression During Learning Activity. Creativity Research Journal, 22(4), 387. doi:10.1080/10400419.2010.523404
Kuhn, J., & Holling, H. (2009). Exploring the nature of divergent thinking: A multilevel analysis. Thinking Skills and Creativity, 4(2), 116-123. doi:10.1016/j.tsc.2009.06.004
Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on Game Design. David Dwyer.
Sherry, J. L. (2004). Flow and Media Enjoyment. Communication Theory, 14(4), 328-347. doi:10.1111/j.1468-2885.2004.tb00318.x
Silvia, P. J. (2008). Discernment and creativity: How well can people identify their most creative ideas? Psychology of Aesthetics, Creativity, and the Arts, 2(3), 139-146. doi:10.1037/1931-3896.2.3.139
Silvia, P. J., Winterstein, B. P., Willse, J. T., Barona, C. M., Cram, J. T., Hess, K. I., Martinez, J. L., et al. (2008). Assessing creativity with divergent thinking tasks: Exploring the reliability and validity of new subjective scoring methods. Psychology of Aesthetics, Creativity, and the Arts, 2(2), 68-85.
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doi:10.1037/1931-3896.2.2.68
Sweetser, P. M., & Wiles, J. H. (2011, February 14). Scripting versus Emergence: Issues for Game Developers and Players in Game Environment Design. Retrieved February 16, 2011, from http://espace.library.uq.edu.au/view/UQ:78203
Vorderer, P., Hartmann, T., & Killmt, C. (2003). Explaining the enjoyment of playing video games: the role of competition, 1-9.
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APPENDIX A: SAMPLE CONSENT FORM
You are being invited to participate in a research study about video game preferences. This study is being conducted by XXXXX and XXXXX, from the School of Communications at University of Hawaii at Manoa. This research is being conducted to fulfill the requirements for the B.A. in Communication.
There are no known risks if you decide to participate in this research study. There are no costs to you for participating in the study. The information you provide will help us know more about people's video game preferences. The questionnaire will take about 10-15 minutes to complete. The information collected may not benefit you directly, but the information learned in this study should provide more general benefits.
This survey is anonymous. Do not type your name on the survey. During participation, no identifying information will be logged (i.e. IP address). However, because the survey is web-based, absolute anonymity cannot be guaranteed due to the nature of the Internet. Still, based on the information you provide, no one will be able to identify you or your answers. No one will know whether or not you participated in the study. Should the data be published, no individual information will be disclosed.
Your participation in this study is voluntary. By clicking “Continue” at the bottom of this page and submit “Submit” at the end of the survey, you are voluntarily agreeing to participate. You must be 18 years or older to participate in this survey. You are free to withdraw your consent and discontinue participation in this study at any time before submission of the completed questionnaire and if you are in any way dissatisfied with any aspect of the research, you may contact the faculty supervisor, XXXXX, at (XXX) XXX-XXXX or at [email protected].
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APPENDIX B: QUESTIONNAIRE
Demographic Information
Gender: Male/ FemaleAge (18-30, 31-40, 40 years and over)
Screening Information
1) What video games do you usually play? Select the description that best describes the video games you usually play. If
you rarely play video games or have not played in a long while, select the description that best describes the games you have played in the past.
-A video game that gives you general rules and tools and is generally played differently from person to person.
-A video game that gives you specific rules and tools and is played similarly from person to person.
-I have never played a video game before.
2) Have you played games like these:Check all that applyGrand Theft AutoLittle Big PlanetPokemonScribblenautsWorld of WarcraftMinecraftThe SimsI have not played any of the above games
3) How often do you play games like above?I do not play games like above <1,2,3,4,5,6> I play games like above very
often
Part I: Preferences of Thinking Style & Game Play Style
Circle the number that most accurately represents your feelings about each statement. 1= Strongly Disagree and 6= Strongly Agree.
Strongly disagree
Strongly agree
1. An open-ended question is a question with many possible answers.
1 2 3 4 5 6
2. I like open-ended questions. 1 2 3 4 5 6
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3. I like to come up with as many answers as possible to open-ended questions.
1 2 3 4 5 6
4. I think open-ended questions are fun. 1 2 3 4 5 6
5. I think there is a “right” answer to an open-ended question*.
1 2 3 4 5 6
6. There is always more than one answer to a question.
1 2 3 4 5 6
7. I like the idea of many answers to a question. 1 2 3 4 5 6
8. I dislike the idea of only one answer to a question. 1 2 3 4 5 6
9. I like to think of multiple possible solutions to questions.
1 2 3 4 5 6
10. I like to question “correct” answers. 1 2 3 4 5 6
11. I like the idea of having one answer to a question*. 1 2 3 4 5 6
12. I like the idea of having a correct answer to a question*.
1 2 3 4 5 6
13. I don’t like when a question has multiple correct answers*.
1 2 3 4 5 6
14. In the end, there is always a “right” or a “wrong” answer*.
1 2 3 4 5 6
15. I would rather answer a question with one answer than a question with many answers*.
1 2 3 4 5 6
16. I like ambiguous rules in video games. 1 2 3 4 5 6
17. I dislike being unable to explore in video games. 1 2 3 4 5 6
18. I dislike only being able to play a video game the way the game tells me to.
1 2 3 4 5 6
19. I like being able to play video games in differently from everyone else.
1 2 3 4 5 6
20. I like to believe there are many ways to play a single video game.
1 2 3 4 5 6
21. I like to think there is no “correct” way to play a video game.
1 2 3 4 5 6
22. I like for the video game to show me the “right way” to play it.
1 2 3 4 5 6
23. I like to believe there is a “right way” to play video games.
1 2 3 4 5 6
24. Not doing things the “right way” in video games is something I dislike.
1 2 3 4 5 6
25. I dislike ambiguous rules in video games. 1 2 3 4 5 6
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Part II: Favorite Games
List your top 5 favorite video games, in order. If it is a game in a series (i.e. Final Fantasy I through XIII, Pokemon series, etc.), choose one game from the series at a time. It is okay to have all choices from the same series, but all games must be different from each other.
1)2)3)4)5)
Thank you for your time and participation. You make now pat yourself on the back and increase your awesomeness points by 9000. Have a great day.
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APPENDIX C
Reliability test for Divergent Thinking Questions
Reliability StatisticsCronbach's Alpha N of Items
.793 7
Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if Item Deleted
Corrected Item-Total
Correlation
Cronbach's Alpha if Item
DeletedI like open-ended questions. 26.47 33.784 .433 .782I like to come up with as many answers as possible to open-ended questions.
26.60 30.747 .623 .747
I think open-ended questions are fun. 26.54 30.980 .645 .744There is always more than one answer to a question.
26.86 31.896 .445 .783
I like the idea of many anwers to a question
26.73 30.123 .648 .742
I dislike the idea of only one answer to a question.
27.68 30.931 .485 .776
I like to think of multiple possible solutions to questions.
26.23 35.002 .402 .787
Reliability for Convergent Thinking Questions
Reliability StatisticsCronbach's Alpha N of Items
.743 6
22
Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if Item Deleted
Corrected Item-Total Correlation
Cronbach's Alpha if Item
DeletedI like to question "correct" answers. 17.97 28.345 .295 .755I like the idea of having one answer to a question.
18.55 24.306 .576 .679
I like the idea of having a correct answer to a question.
19.78 27.464 .405 .726
I don't like when a question has multiple correct answers.
18.22 24.305 .471 .711
In the end, there is always a "right" or a "wrong" answer.
18.00 24.299 .564 .682
I would rather answer a question with one answer thana question with many answers.
18.69 24.479 .585 .677
Reliability test for Emergent Game Play Questions
Reliability StatisticsCronbach's Alpha N of Items
.745 6
Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if
Item Deleted
Corrected Item-Total Correlation
Cronbach's Alpha if Item
DeletedI like ambiguous rules in video games. 23.41 21.440 .405 .734I dislike being unable to explore in video games.
22.63 21.263 .455 .717
I dislike only being able to play a video game the way the game tells me to.
22.87 21.366 .479 .710
I like being able to play video games in differently from everyone else.
22.71 21.478 .597 .682
I like to believe there are many ways to play a single video game.
22.42 22.133 .607 .685
I like to think there is no "correct" way to play a video game.
22.72 21.343 .426 .727
Reliability test for Scripted Game Play Questions
Reliability StatisticsCronbach's Alpha N of Items
.745 4
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Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if Item Deleted
Corrected Item-Total
Correlation
Cronbach's Alpha if Item
DeletedI like for the video game to show me the "right way" to play it.
11.95 13.222 .424 .746
I like to believe there is a "right way" to play video games.
11.99 10.364 .673 .602
Not doing things the "right way" in video games is something I dislike.
11.73 12.815 .526 .695
I dislike ambiguous rules in video games.
11.94 11.519 .543 .684
Correlations
Correlations
divergent_thinking
convergent_thinking
emergent_gameplay
scripted_gameplay
How often do you play Emergent Video Games?
divergent_thinking Pearson Correlation
1 .563** .464** .280** -.016
Sig. (2-tailed) .000 .000 .003 .871N 108 108 108 108 108
convergent_thinking Pearson Correlation
.563** 1 .295** .427** -.010
Sig. (2-tailed) .000 .002 .000 .914N 108 108 108 108 108
emergent_gameplay Pearson Correlation
.464** .295** 1 .553** .164
Sig. (2-tailed) .000 .002 .000 .090N 108 108 108 108 108
scripted_gameplay Pearson Correlation
.280** .427** .553** 1 .179
Sig. (2-tailed) .003 .000 .000 .064N 108 108 108 108 108
How often do you play Emergent Video Games?
Pearson Correlation
-.016 -.010 .164 .179 1
Sig. (2-tailed) .871 .914 .090 .064N 108 108 108 108 108
**. Correlation is signiicant at the 0.01 level (2-tailed).
Correlations for Divergent thinking and Emergent Gameplay
Descriptive Statistics
Mean Std. Deviation N
divergent_thinking 4.4550 .92585 108emergent_gameplay 4.5586 .90468 108
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Correlationsdivergent_thinkin
gemergent_game
play
divergent_thinking Pearson Correlation 1 .464**
Sig. (2-tailed) .000
Sum of Squares and Cross-products 91.720 41.594
Covariance .857 .389
N 108 108emergent_gameplay Pearson Correlation .464** 1
Sig. (2-tailed) .000
Sum of Squares and Cross-products 41.594 87.573
Covariance .389 .818
N 108 108
**. Correlation is significant at the 0.01 level (2-tailed).
Correlations for Convergent Thinking and Scripted Gameplay
Descriptive Statistics
Mean Std. Deviation N
convergent_thinking 3.5794 .77063 108scripted_gameplay 3.9676 1.10758 108
Correlations
convergent_thinking scripted_gameplay
convergent_thinking Pearson Correlation 1 .427**
Sig. (2-tailed) .000
Sum of Squares and Cross-products 63.544 38.992
Covariance .594 .364
N 108 108scripted_gameplay Pearson Correlation .427** 1
Sig. (2-tailed) .000
Sum of Squares and Cross-products 38.992 131.262
Covariance .364 1.227
N 108 108
**. Correlation is significant at the 0.01 level (2-tailed).
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