Research Anthology on Fandoms, Online Social Communities, and Pop Culture 2022
DOI: 10.4018/978-1-6684-4515-0.ch004
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Development of a Game Communities of Inquiry Scale (GCoIS)

Abstract: This article introduces a new instrument called the game communities of inquiry scale (GCoIS). It was inspired by the community of inquiry framework and its related questionnaires. The purpose of the scale is to explore game communities from an educational perspective. It was validated with 1,275 players inhabiting digital outlets like Twitch.tv, Reddit, and Discord. Exploratory and confirmatory factor analyses were completed, leading to a final scale composed of 14 items subdivided in three subscales: 1) comm… Show more

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Cited by 1 publication
(5 citation statements)
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“…It must be noted that the use of coefficient alpha has been recently criticized (McNeish, 2018) because it would provide reduced estimates of reliability. This measure is here reported because it was adopted in the GCoIS validation study (Soyturk et al, 2020) and still points at a satisfactory reliability. However, alternatives (see McNeish, 2018) may be considered in future studies.…”
Section: Methodsmentioning
confidence: 90%
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“…It must be noted that the use of coefficient alpha has been recently criticized (McNeish, 2018) because it would provide reduced estimates of reliability. This measure is here reported because it was adopted in the GCoIS validation study (Soyturk et al, 2020) and still points at a satisfactory reliability. However, alternatives (see McNeish, 2018) may be considered in future studies.…”
Section: Methodsmentioning
confidence: 90%
“…An online survey built on Qualtrics was deployed and shared on several subreddits and Steam channels focused on video games with a social component (competitive and/or collaborative) (e.g., Fortnite, Minecraft, Eve Online, Call of Duty); this choice was motivated by the fact that these genres are more popular and socially interactive than single player games (e.g., Prey, The Witcher, Hades) because they depend on other players more and are frequently revised and updated, generating new challenges on an ongoing basis (Gandolfi, 2018). The questionnaire included demographic, that is, gender, age, ethnicity—and game platform‐related—that is, time spent playing video games (weekly), time spent on game related social media (weekly), preferred game related media platforms (if private oriented like Discord or public like Reddit) ‐ questions, and the Game Community of Inquiry Scale (GCoIS) (Soyturk et al, 2020).…”
Section: Methodsmentioning
confidence: 99%
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