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Marshfield Clinic Research Foundation

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The degree to which a person expresses enjoyment with respect to playing a particular game is measured in this scale with three, seven-point Likert-type items.

A person's intention to play a particular game in the future if there is an opportunity is measured using three, seven-point Likert-type items.

The level of violence a person believes there is in a particular video game is measured using four, five-point items.  Given the phrasing of one of the items, the assumption is that the respondent has actually played the game rather than having merely heard about it in some way.

Four, seven-point items are used to measure a person's subjective knowledge of platforms used to play video games.  It does not attempt to measure knowledge of games played on the devices.

A person's enjoyment in playing a particular game and desire to play it again is measured in this scale using three, seven-point Likert-type items.

How much a person plays video games and loves doing so is measured in this scale with three, seven-point items.

This is a three-item, seven-point scale measuring the relative amount of time a person spends on achieving a healthy balance between stress and work on the one hand and rest and relaxation on the other.

The scale is composed of eight, seven-point Likert-type statements that measure the degree to which a consumer expresses high intrinsic motivation to adopt and use innovative, technology-based goods and services. Those scoring high on the scale are referred to as gadget lovers.