CORGIS: Challenge Originating from Recent Gameplay Interaction Scale Perceived challenge in digital games Please cite when you use this questionnaire: Denisova, A., Cairns, P., Guckelsberger, C., & Zendle, D. (2020). Measuring Perceived Challenge in Digital Games: Development & Validation of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS). International Journal of Human-Computer Studies, 137, 102383. https://doi.org/10.1016/j.ijhcs.2019.102383 Source: https://alenadenisova.com/paper-denisova-2020-corgis.html#questionnaire HOW TO USE IT - Give the questionnaire immediately after the game session has finished. - Ideally, present the items in random order and without naming the four challenge types to players. - Use an agreement Likert scale: 5 points for a shorter survey, or 7 points for more precision. - All items are compulsory. INSTRUCTIONS FOR PLAYERS Please indicate to what extent you agree or disagree with each of the following statements after you finished playing the game. RESPONSE SCALE 1 Strongly disagree 2 Disagree 3 Slightly disagree 4 Neither agree nor disagree 5 Slightly agree 6 Agree 7 Strongly agree ITEMS Cognitive challenge (Arising from the need for planning ahead, memorisation, effort, preparation and multi-tasking.) CC1. Succeeding in the game required much planning CC2. I had to memorise a lot of different things when playing the game CC3. I had to think several steps ahead when playing the game CC4. I had to prepare for the things that the game threw at me CC5. Playing the game requires great effort CC6. I felt challenged when playing the game CC7. I had lots of different things to think about at once in the game CC8. The game made me manage several tasks at the same time CC9. I had to constantly keep track of what was going on in the game CC10. I had to think actively when playing the game CC11. Playing the game required me to do my best Emotional challenge (Arising from the emotions evoked in the player, which might also have implications for things they thought about outside of the game.) EC1. This game is more than just a game to me EC2. The things that happened in the game made me sad EC3. I invested much thought into the game EC4. I felt a sense of responsibility for characters and events in the game EC5. The game made me think about real life issues EC6. Playing the game was stimulating EC7. I felt a sense of suspense when playing the game EC8. The game had moral dilemmas in it where the choice was not obvious EC9. The game involved making moral choices that I didn’t agree with Performative challenge (Arising from the game requiring rapid and accurate action from the player.) PC1. I had to react quickly when playing the game PC2. I had to act quickly when playing the game PC3. Thinking fast was an important part of the game PC4. Quickly responding to things that I saw was an important part of the game PC5. I had to make snap decisions when playing the game Decision-making challenge (Arising from having to make choices that were difficult or could lead to regrettable outcomes.) DMC1. There were some decisions in the game that I regretted DMC2. I wonder how different the outcome in the game would be had I chosen a different option DMC3. I had to make difficult choices in the game DMC4. I had to think about possible alternatives for my actions in the game DMC5. The game made me think hard about my decisions SCORING - All items are positively scored; there are no reverse-scored items. - To score each challenge type, take the average of the responses to the items that belong to it. This gives four subscale scores; higher means more of that kind of challenge. - The published appendix also describes summing the items. Within a subscale, sums and means order players the same way, but means are easier to compare across subscales of different lengths.