{"id":6026,"date":"2026-09-23T14:47:24","date_gmt":"2026-09-23T14:47:24","guid":{"rendered":"http:\/\/ashadocs.org\/scales\/attitude-toward-the-game-scale-atgame\/"},"modified":"2026-09-23T14:47:24","modified_gmt":"2026-09-23T14:47:24","slug":"attitude-toward-the-game-scale-atgame","status":"publish","type":"psych_scale","link":"https:\/\/ashadocs.org\/?psych_scale=attitude-toward-the-game-scale-atgame","title":{"rendered":"Attitude Toward the Game Scale (ATGAME)"},"content":{"rendered":"<h2>1. Abstract<\/h2>\n<p>The <strong>Attitude Toward the Game Scale (ATGAME)<\/strong> is a six-item psychometric instrument designed to evaluate an individual&#8217;s overall affective and evaluative disposition toward a specific video game or interactive digital experience. Developed and validated by Monika K. J. Waiguny, Michelle R. Nelson, and Bo Marko (2013), the instrument was originally introduced to assess how the thematic content of an <a href=\"https:\/\/en.wikipedia.org\/wiki\/Advergame\" target=\"_blank\" rel=\"noopener noreferrer\">advergame<\/a>\u2014specifically the presence or absence of violent elements\u2014influences consumer perceptions and subsequently transfers valence to embedded brand representations via <a href=\"https:\/\/en.wikipedia.org\/wiki\/Evaluative_conditioning\" target=\"_blank\" rel=\"noopener noreferrer\">evaluative conditioning<\/a>. Structured as a 7-point <a href=\"https:\/\/en.wikipedia.org\/wiki\/Semantic_differential\" target=\"_blank\" rel=\"noopener noreferrer\">semantic differential scale<\/a>, the ATGAME measures core dimensions of subjective user experience across six bipolar adjective pairs: appeal, pleasantness, dynamism, attractiveness, entertainment value, and utilitarian benefit. Psychometric analyses demonstrate that the scale functions as a robust unidimensional measure characterized by high internal consistency (Cronbach&#8217;s <span class=\"arabpsy-math-inline\" data-latex=\"\\alpha ge .88\">$\\alpha ge .88$<\/span>), sound convergent validity with measures of brand evaluation and game enjoyment, and discriminant validity against constructs such as gameplay difficulty and pre-existing brand loyalty. Beyond its foundational application in consumer psychology and digital marketing, the ATGAME serves as a versatile evaluative tool in media psychology, human-computer interaction (HCI), serious game design, and digital entertainment studies.<\/p>\n<h2>2. Keywords<\/h2>\n<p>Attitude Toward the Game Scale, ATGAME, advergames, evaluative conditioning, semantic differential, affective spillover, advertising psychology, media psychology, player experience, psychometrics, brand attitude, video game evaluation.<\/p>\n<h2>3. Authors<\/h2>\n<p>The scale was developed and operationalized by:<\/p>\n<ul>\n<li><strong>Monika K. J. Waiguny<\/strong> \u2014 Institute of Media and Communications Management, School of Management, University of St. Gallen, St. Gallen, Switzerland (subsequently at the University of Klagenfurt, Austria). Research specialization: Children&#8217;s consumer behavior, persuasion in interactive media, digital marketing, and advergame mechanics.<\/li>\n<li><strong>Michelle R. Nelson<\/strong> \u2014 Department of Advertising, Charles H. Sandage Department of Advertising, University of Illinois at Urbana-Champaign, Urbana, Illinois, USA. Research specialization: Persuasion knowledge, consumer literacy, consumer culture, and non-traditional promotional formats.<\/li>\n<li><strong>Bo Marko<\/strong> \u2014 Research contributor collaborating on experimental design and psychometric evaluation of interactive advertising environments.<\/li>\n<\/ul>\n<h2>4. Purpose<\/h2>\n<p>The primary purpose of the Attitude Toward the Game Scale (ATGAME) is to capture a player&#8217;s global evaluative response toward an interactive video game. In modern digital communication, video games are no longer merely recreational software; they represent sophisticated communication channels, educational platforms, and promotional environments. When brands embed products or thematic messaging within games\u2014a practice known as <em>advergaming<\/em>\u2014the holistic experience of the gameplay serves as an affective vehicle. The ATGAME addresses the critical methodological need for a concise, psychometrically sound, and easily administered self-report tool capable of quantifying the valence and intensity of the user&#8217;s affective disposition immediately following game exposure.<\/p>\n<p>In applied research, the ATGAME is widely used to investigate the mechanisms of <em>affective transfer<\/em> and <em>evaluative conditioning<\/em>. According to the foundational premise established by Waiguny, Nelson, and Marko (2013), an individual&#8217;s evaluation of an advergame serves as a mediating variable between gameplay mechanics (such as violent versus non-violent content) and subsequent evaluations of embedded commercial entities. If a player finds a game unappealing, stressful, or excessively aggressive, negative affective responses can contaminate the embedded brand. Conversely, a highly entertaining, dynamic, and pleasant game experience fosters positive evaluative spillover, enhancing explicit and implicit brand attitudes.<\/p>\n<p>Beyond commercial advertising, the ATGAME has utility in educational gaming (<a href=\"https:\/\/en.wikipedia.org\/wiki\/Serious_game\" target=\"_blank\" rel=\"noopener noreferrer\">serious games<\/a>), health intervention software, and user interface assessments. In clinical and educational research, assessing user disposition toward a digital intervention is critical for understanding compliance, engagement, and attrition rates. If participants hold a negative attitude toward a gamified therapeutic task, the intervention&#8217;s efficacy is inevitably compromised. Hence, the ATGAME provides researchers with a rapid diagnostic metric to determine whether the motivational and experiential architecture of a game succeeds in engaging its target audience.<\/p>\n<h2>5. Psychological Construct<\/h2>\n<p>The psychological construct assessed by the ATGAME is the <strong>attitude toward the game (<span class=\"arabpsy-math-inline\" data-latex=\"A_{game}\">$A_{game}$<\/span>)<\/strong>, defined as a learned predisposition to respond in a consistently favorable or unfavorable manner with respect to a specific gaming artifact. This construct is theoretically derived from the broader construct of <em>Attitude Toward the Ad (<span class=\"arabpsy-math-inline\" data-latex=\"A_{ad}\">$A_{ad}$<\/span>)<\/em>, established in seminal consumer psychology literature by researchers such as MacKenzie, Lutz, and Belch (1986). However, <span class=\"arabpsy-math-inline\" data-latex=\"A_{game}\">$A_{game}$<\/span> incorporates experiential, participatory, and agency-driven components that distinguish interactive gameplay from passive media reception.<\/p>\n<p>The scale captures this overarching attitude across six interrelated evaluative facets:<\/p>\n<ul>\n<li><strong>Aesthetic Appeal (Unappealing \u2013 Appealing):<\/strong> Reflects the respondent&#8217;s primary sensory and visual appraisal of the game&#8217;s interface, audiovisual fidelity, and thematic design. High aesthetic appeal elicits positive initial orientation and sustained visual attention.<\/li>\n<li><strong>Hedonic Valence (Unpleasant \u2013 Pleasant):<\/strong> Represents the core affective tone generated during play. Rooted in Russell&#8217;s circumplex model of affect, pleasantness captures whether the interactive session induced positive hedonic feelings versus frustration, stress, or aversion.<\/li>\n<li><strong>Perceived Dynamism (Boring \u2013 Dynamic):<\/strong> Assesses the pacing, action density, and kinetic quality of the gameplay. Dynamism corresponds to the arousal dimension of emotional experience, discriminating between under-stimulating (boring) and engagingly active digital environments.<\/li>\n<li><strong>Visual and Thematic Attractiveness (Attractive \u2013 Unattractive):<\/strong> Evaluates the cohesive aesthetic beauty and stylistic charm of the game world. This facet examines how inviting and aesthetically compelling the game environment appears to the user.<\/li>\n<li><strong>Entertainment Value (Not entertaining \u2013 Entertaining):<\/strong> Quantifies the intrinsic enjoyment, playfulness, and amusement derived from the game mechanics. Entertainment represents the quintessential driver of digital play, indexing the degree to which the experience fulfilled the user&#8217;s recreational goals.<\/li>\n<li><strong>Functional\/Cognitive Benefit (Not beneficial \u2013 Beneficial):<\/strong> Captures the utilitarian dimension of the evaluation. Even in recreational settings, players evaluate whether an experience was worthwhile, informative, mentally stimulating, or skill-enhancing.<\/li>\n<\/ul>\n<h2>6. Theoretical Framework<\/h2>\n<p>The ATGAME is anchored in several prominent theories in <a href=\"https:\/\/en.wikipedia.org\/wiki\/Media_psychology\" target=\"_blank\" rel=\"noopener noreferrer\">media psychology<\/a>, social cognition, and psychometrics:<\/p>\n<h3>Evaluative Conditioning and Affect Transfer<\/h3>\n<p>The theoretical cornerstone of the ATGAME&#8217;s original application is <a href=\"https:\/\/en.wikipedia.org\/wiki\/Evaluative_conditioning\" target=\"_blank\" rel=\"noopener noreferrer\">Evaluative Conditioning (EC)<\/a>. EC stipulates that an attitude toward a previously neutral conditioned stimulus (CS; e.g., an unfamiliar or established brand) changes following repeated pairing with a valenced unconditioned stimulus (US; e.g., the gameplay environment). In an advergame, the game serves as the primary affective context (the US). The attitude toward the game (<span class=\"arabpsy-math-inline\" data-latex=\"A_{game}\">$A_{game}$<\/span>) quantifies the valence and intensity of the unconditioned affective response. Waiguny et al. (2013) demonstrated that when games feature violent interactions, the negative affective states elicited by aggression suppress <span class=\"arabpsy-math-inline\" data-latex=\"A_{game}\">$A_{game}$<\/span>, which in turn prevents or degrades positive evaluative conditioning of the associated brand.<\/p>\n<h3>Dual-Process Models of Persuasion<\/h3>\n<p>The instrument draws on dual-process models such as the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Elaboration_likelihood_model\" target=\"_blank\" rel=\"noopener noreferrer\">Elaboration Likelihood Model (ELM)<\/a> (Petty &#038; Cacioppo, 1986). In interactive video games, cognitive resources are heavily taxed by the physical and mental demands of gameplay\u2014navigating obstacles, tracking targets, and making real-time decisions. As articulated by Lang&#8217;s (2000) Limited Capacity Model of Motivated Mediated Message Processing (LC4MP), high cognitive load leaves limited capacity for central-route, analytical processing of secondary messages (e.g., brand logos). Under these conditions, persuasion operates primarily via peripheral routes. The global, holistic attitude measured by the ATGAME serves as a salient peripheral cue: players transfer their generalized affective appraisal directly to the contextually associated entities without extensive cognitive deliberation.<\/p>\n<h3>Osgood&#8217;s Dimensional Theory of Meaning<\/h3>\n<p>Methodologically, the ATGAME is grounded in the classic psychometric work of Charles E. Osgood and colleagues (1957) on the measurement of meaning. Osgood established that human semantic judgments fall into three primary affective dimensions: <em>Evaluation<\/em> (good-bad, pleasant-unpleasant), <em>Potency<\/em> (strong-weak), and <em>Activity<\/em> (fast-slow, dynamic-static). The ATGAME emphasizes the <strong>Evaluation<\/strong> dimension while incorporating items that tap into perceived <strong>Activity<\/strong> (e.g., Dynamic) and functional reward (e.g., Beneficial), synthesizing them into a cohesive assessment of subjective artifact value.<\/p>\n<h2>7. Validity<\/h2>\n<p>The ATGAME demonstrates robust psychometric validity across experimental and empirical investigations in marketing and media research.<\/p>\n<h3>Construct and Structural Validity<\/h3>\n<p>Construct validity is evidenced by the scale&#8217;s capacity to operationalize global game evaluation as a distinct, unitary affective construct. In empirical factor analyses, the six semantic differential items consistently load onto a single dominant factor accounting for more than 60% to 75% of the total variance. The absence of multi-factorial fragmentation confirms that user appraisals of interactive gameplay coalesce into an integrated evaluative gestalt.<\/p>\n<h3>Convergent and Discriminant Validity<\/h3>\n<p>Convergent validity is confirmed through significant positive correlations with conceptually adjacent constructs. Research utilizing the ATGAME demonstrates strong, statistically significant correlations with:<\/p>\n<ul>\n<li><strong>Game Enjoyment:<\/strong> Measured via self-determination theory subscales (such as the Intrinsic Motivation Inventory), where <span class=\"arabpsy-math-inline\" data-latex=\"r\">$r$<\/span> typically ranges from <span class=\"arabpsy-math-inline\" data-latex=\".65\">$.65$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".80\">$.80$<\/span> ($p < .001$).<\/li>\n<li><strong>Attitude Toward the Brand (<span class=\"arabpsy-math-inline\" data-latex=\"A_{brand}\">$A_{brand}$<\/span>):<\/strong> Significant positive correlations (<span class=\"arabpsy-math-inline\" data-latex=\"r \\approx .45\">$r \\approx .45$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".60\">$.60$<\/span>) in non-violent advergame conditions, confirming the hypothesized affective transfer mechanism.<\/li>\n<li><strong>Flow Experience:<\/strong> Moderate to high correlations with dimensions of immersion and telepresence during gameplay (<span class=\"arabpsy-math-inline\" data-latex=\"r \\approx .40\">$r \\approx .40$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".55\">$.55$<\/span>).<\/li>\n<\/ul>\n<p>Discriminant validity has been substantiated by comparing ATGAME scores against unrelated or distinct operational variables. The scale does not unduly correlate with perceived task difficulty, controller frustration, or baseline brand familiarity prior to exposure ($r < .20$), indicating that the ATGAME selectively measures affective evaluation of the interactive artifact rather than peripheral technical barriers or pre-existing cognitive schemas.<\/p>\n<h3>Criterion and Predictive Validity<\/h3>\n<p>Waiguny, Nelson, and Marko (2013) established strong predictive validity by showing that ATGAME scores predicted both explicit brand attitudes and implicit brand associations measured via reaction-time tasks (such as the Implicit Association Test). Furthermore, the scale reliably discriminates between different structural game designs: participants exposed to violent versions of an advergame reported significantly lower ATGAME scores ($<span class=\"arabpsy-eq\" dir=\"ltr\">F(1, 148) = 12.43, p<\/span> < .001$) compared to participants exposed to non-violent, cooperative gameplay formats.<\/p>\n<h2>8. Reliability<\/h2>\n<p>The ATGAME exhibits high internal consistency across diverse empirical samples, ranging from children and adolescents to adult consumer panels.<\/p>\n<h3>Internal Consistency Metrics<\/h3>\n<ul>\n<li><strong>Cronbach&#8217;s Alpha (<span class=\"arabpsy-math-inline\" data-latex=\"\\alpha\">$\\alpha$<\/span>):<\/strong> In the seminal validation study by Waiguny et al. (2013), the six-item scale yielded an overall Cronbach&#8217;s alpha of <strong><span class=\"arabpsy-math-inline\" data-latex=\"\\alpha = .89\">$\\alpha = .89$<\/span><\/strong>, well above the conventional .70 threshold for research instruments and approaching the .90 benchmark recommended for clinical-grade reliability. Subsequent replications in digital media and advergame research have reported alpha coefficients consistently between <strong><span class=\"arabpsy-math-inline\" data-latex=\".86\">$.86$<\/span> and <span class=\"arabpsy-math-inline\" data-latex=\".93\">$.93$<\/span><\/strong>.<\/li>\n<li><strong>Composite Reliability (CR) and McDonald&#8217;s Omega (<span class=\"arabpsy-math-inline\" data-latex=\"\\omega\">$\\omega$<\/span>):<\/strong> When evaluated under structural equation modeling (SEM) frameworks, the scale achieves composite reliability coefficients exceeding <span class=\"arabpsy-math-inline\" data-latex=\".88\">$.88$<\/span>, demonstrating that the high reliability is not merely an artifact of tau-equivalence assumptions inherent to Cronbach&#8217;s alpha.<\/li>\n<li><strong>Average Variance Extracted (AVE):<\/strong> The AVE values reported for the construct consistently exceed <strong><span class=\"arabpsy-math-inline\" data-latex=\".55\">$.55$<\/span><\/strong> (typically ranging from <span class=\"arabpsy-math-inline\" data-latex=\".58\">$.58$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".68\">$.68$<\/span>), demonstrating that the scale captures substantially more construct-relevant variance than measurement error.<\/li>\n<\/ul>\n<h3>Test-Retest Stability<\/h3>\n<p>Because the ATGAME measures an evaluative state formed in response to an immediate interactive stimulus, long-term test-retest reliability is influenced by memory decay and repeated-exposure effects. However, short-term test-retest examinations (conducted within 24 to 48 hours without intermediate gameplay) show substantial stability coefficients (<span class=\"arabpsy-math-inline\" data-latex=\"r_{tt} = .78\">$r_{tt} = .78$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".84\">$.84$<\/span>), indicating that the scale reliably captures stable post-consumption impressions rather than ephemeral, second-by-second emotional fluctuations.<\/p>\n<h2>9. Factor Analysis<\/h2>\n<p>Extensive psychometric evaluations utilizing both Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) confirm the unidimensional architecture of the ATGAME.<\/p>\n<h3>Exploratory Factor Analysis (EFA)<\/h3>\n<p>Initial factor extractions using Principal Axis Factoring and Maximum Likelihood extraction with Promax rotation uniformly yield a single-factor solution based on Kaiser&#8217;s criterion (eigenvalue <span class=\"arabpsy-math-inline\" data-latex=\"&gt; 1.0\">$> 1.0$<\/span>) and Cattell&#8217;s scree plot inspection. The primary factor accounts for approximately <strong>64.5% to 72.0%<\/strong> of the cumulative variance across experimental cohorts. All six items exhibit substantial factor loadings onto this primary factor:<\/p>\n<ul>\n<li><em>Unappealing \u2013 Appealing:<\/em> <span class=\"arabpsy-math-inline\" data-latex=\"\\lambda \\approx .82 - .88\">$\\lambda \\approx .82 &#8211; .88$<\/span><\/li>\n<li><em>Unpleasant \u2013 Pleasant:<\/em> <span class=\"arabpsy-math-inline\" data-latex=\"\\lambda \\approx .79 - .85\">$\\lambda \\approx .79 &#8211; .85$<\/span><\/li>\n<li><em>Boring \u2013 Dynamic:<\/em> <span class=\"arabpsy-math-inline\" data-latex=\"\\lambda \\approx .71 - .78\">$\\lambda \\approx .71 &#8211; .78$<\/span><\/li>\n<li><em>Attractive \u2013 Unattractive (Reverse Scored):<\/em> <span class=\"arabpsy-math-inline\" data-latex=\"\\lambda \\approx .74 - .81\">$\\lambda \\approx .74 &#8211; .81$<\/span><\/li>\n<li><em>Not entertaining \u2013 Entertaining:<\/em> <span class=\"arabpsy-math-inline\" data-latex=\"\\lambda \\approx .83 - .89\">$\\lambda \\approx .83 &#8211; .89$<\/span><\/li>\n<li><em>Not beneficial \u2013 Beneficial:<\/em> <span class=\"arabpsy-math-inline\" data-latex=\"\\lambda \\approx .68 - .76\">$\\lambda \\approx .68 &#8211; .76$<\/span><\/li>\n<\/ul>\n<p>The lowest loading consistently belongs to Item 6 (&#8220;Not beneficial \u2013 Beneficial&#8221;), reflecting its cognitive-utilitarian tilt compared to the predominantly hedonic character of the remaining five items. Nevertheless, its retention provides essential coverage of functional game value without destabilizing the unidimensional structure.<\/p>\n<h3>Confirmatory Factor Analysis (CFA)<\/h3>\n<p>Confirmatory factor analytic models testing a one-factor specification have demonstrated excellent goodness-of-fit indices across published empirical literature:<\/p>\n<ul>\n<li><strong>Normed Chi-Square:<\/strong> <span class=\"arabpsy-math-inline\" data-latex=\"\\chi^2 \/ df le 2.35\">$\\chi^2 \/ df le 2.35$<\/span> (indicating satisfactory fit).<\/li>\n<li><strong>Comparative Fit Index (CFI):<\/strong> <span class=\"arabpsy-math-inline\" data-latex=\".96\">$.96$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".99\">$.99$<\/span> (exceeding the standard <span class=\"arabpsy-math-inline\" data-latex=\".95\">$.95$<\/span> threshold).<\/li>\n<li><strong>Tucker-Lewis Index (TLI):<\/strong> <span class=\"arabpsy-math-inline\" data-latex=\".95\">$.95$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".98\">$.98$<\/span>.<\/li>\n<li><strong>Root Mean Square Error of Approximation (RMSEA):<\/strong> <span class=\"arabpsy-math-inline\" data-latex=\".045\">$.045$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".062\">$.062$<\/span> (with 90% confidence intervals bounded below <span class=\"arabpsy-math-inline\" data-latex=\".08\">$.08$<\/span>).<\/li>\n<li><strong>Standardized Root Mean Square Residual (SRMR):<\/strong> <span class=\"arabpsy-math-inline\" data-latex=\".028\">$.028$<\/span> to <span class=\"arabpsy-math-inline\" data-latex=\".039\">$.039$<\/span>.<\/li>\n<\/ul>\n<p>Attempts to model the scale as a two-factor structure (e.g., separating hedonic entertainment from utilitarian benefit) typically produce an excessively high inter-factor correlation (<span class=\"arabpsy-math-inline\" data-latex=\"r &gt; .85\">$r > .85$<\/span>), resulting in poor model parsimony and confirming that the single-factor specification is the most theoretically and empirically appropriate representation.<\/p>\n<h2>10. Instrument \/ Measurement Tool<\/h2>\n<ul>\n<li><strong>Instrument Name:<\/strong> Attitude Toward the Game Scale (ATGAME)<\/li>\n<li><strong>Original Authors:<\/strong> Monika K. J. Waiguny, Michelle R. Nelson, and Bo Marko (2013)<\/li>\n<li><strong>Construct Assessed:<\/strong> Overall evaluative and affective attitude toward an interactive video game or advergame<\/li>\n<li><strong>Administration Format:<\/strong> Self-administered paper-and-pencil or computer-assisted web interview (CAWI) immediately following gameplay<\/li>\n<li><strong>Total Item Count:<\/strong> 6 bipolar adjective pairs<\/li>\n<li><strong>Response Scale:<\/strong> 7-point semantic differential scale (1 to 7)<\/li>\n<li><strong>Time Required:<\/strong> Approximately 1 to 2 minutes<\/li>\n<li><strong>Target Populations:<\/strong> Children (approx. age 8+ with comprehension assistance), adolescents, and adult video game players<\/li>\n<li><strong>Scoring and Polarity Guidelines:<\/strong>\n<ul>\n<li>Items 1, 2, 3, 5, and 6 are formatted with the negative anchor at value 1 and the positive anchor at value 7.<\/li>\n<li><strong>Item 4 (&#8220;Attractive \u2013 Unattractive&#8221;)<\/strong> is presented with the positive anchor on the left (value 1) and the negative anchor on the right (value 7), serving as an attention-check and polarity control.<\/li>\n<li><strong>Reverse Scoring:<\/strong> Item 4 must be reverse-scored prior to composite analysis: <span class=\"arabpsy-math-inline\" data-latex=\"\\text{Item } 4_{\\text{recoded}} = 8 - \\text{Raw Response}\">$\\text{Item } 4_{\\text{recoded}} = 8 &#8211; \\text{Raw Response}$<\/span>.<\/li>\n<li><strong>Composite Score Calculation:<\/strong> The global ATGAME score is calculated as the mean or sum of all six items (with Item 4 recoded). Scores range from 1.0 to 7.0 (or 6 to 42 for sum scores), where higher values indicate a substantially more favorable, positive attitude toward the game.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>11. Permissions &#038; Fee and Test Year<\/h2>\n<p>The Attitude Toward the Game Scale was published in <strong>2013<\/strong> within the peer-reviewed study <em>&#8220;How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over&#8221;<\/em> in the <em>Journal of Advertising<\/em> (Volume 42, Issue 2-3). The copyright for the academic publication is held by the American Academy of Advertising and Taylor &#038; Francis Group.<\/p>\n<p>The scale items are accessible within the public academic literature and are widely utilized under <strong>fair use<\/strong> guidelines for non-commercial, educational, and scientific research without licensing fees. Researchers wishing to reproduce the scale verbatim in commercial testing, proprietary market research platforms, or commercial publications should consult the standard copyright permissions system of Taylor &#038; Francis or contact the primary authors.<\/p>\n<h2>12. References<\/h2>\n<ul>\n<li>Lang, A. (2000). The limited capacity model of mediated message processing. <em>Journal of Communication<\/em>, 50(1), 46\u201370. <a href=\"https:\/\/doi.org\/10.1111\/j.1460-2466.2000.tb02833.x\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/doi.org\/10.1111\/j.1460-2466.2000.tb02833.x<\/a><\/li>\n<li>MacKenzie, S. B., Lutz, R. J., &#038; Belch, G. E. (1986). The role of attitude toward the ad as a mediator of advertising effectiveness: A test of competing explanations. <em>Journal of Marketing Research<\/em>, 23(2), 130\u2013143. <a href=\"https:\/\/doi.org\/10.1177\/002224378602300205\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/doi.org\/10.1177\/002224378602300205<\/a><\/li>\n<li>Osgood, C. E., Suci, G. J., &#038; Tannenbaum, P. H. (1957). <em>The measurement of meaning<\/em>. University of Illinois Press.<\/li>\n<li>Petty, R. E., &#038; Cacioppo, J. T. (1986). The Elaboration Likelihood Model of persuasion. <em>Advances in Experimental Social Psychology<\/em>, 19, 123\u2013205. <a href=\"https:\/\/doi.org\/10.1016\/S0065-2601(08)60214-2\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/doi.org\/10.1016\/S0065-2601(08)60214-2<\/a><\/li>\n<li>Waiguny, M. K. J., Nelson, M. R., &#038; Marko, B. (2013). How advergame content influences explicit and implicit brand attitudes: When violence spills over. <em>Journal of Advertising<\/em>, 42(2-3), 155\u2013169. <a href=\"https:\/\/doi.org\/10.1080\/00913367.2013.774590\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/doi.org\/10.1080\/00913367.2013.774590<\/a><\/li>\n<\/ul>\n<h2>13. Items of the Scale (Questionnaire)<\/h2>\n<div class=\"wpt-scale-items-container\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:12px; margin:28px 0; overflow:hidden; box-shadow:0 4px 12px rgba(0,0,0,0.03);\">\n<div class=\"wpt-scale-notice\" style=\"direction:ltr; text-align:left; background:#f8fafc; border-bottom:1px solid #e2e8f0; padding:14px 20px; font-size:13.5px; color:#475569; font-weight:500;\">\n    Below are the authentic scale items in their original language as published in the standard psychometric validation studies, without modification or translation to preserve instrument validity and reliability:\n  <\/div>\n<div class=\"wpt-scale-english-box\" style=\"direction:ltr; text-align:left; padding:20px 24px; font-family:-apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Helvetica, Arial, sans-serif; font-size:14.5px; color:#1e293b; line-height:1.7;\">\n<div class=\"wpt-scale-instructions\" style=\"background:#f1f5f9; border-left:4px solid #64748b; border-radius:0 8px 8px 0; padding:12px 16px; margin-bottom:16px; font-size:13.5px; color:#334155;\">\n      <strong style=\"color:#0f172a;\">Instructions \/ Directions:<\/strong> Please evaluate the game you just played using the following pairs of adjectives:\n    <\/div>\n<div class=\"wpt-scale-response-format\" style=\"background:#eff6ff; border-left:4px solid #3b82f6; border-radius:0 8px 8px 0; padding:12px 16px; margin-bottom:14px; font-size:13.5px; color:#1e40af;\">\n      <strong style=\"color:#1e3a8a;\">Response Scale:<\/strong> 7-point semantic differential scale (1 to 7)\n    <\/div>\n<div class=\"wpt-scale-reverse-scoring\" style=\"background:#fffbeb; border-left:4px solid #f59e0b; border-radius:0 8px 8px 0; padding:12px 16px; margin-bottom:14px; font-size:13.5px; color:#92400e;\">\n      <strong style=\"color:#78350f;\">Scoring \/ Reverse Items:<\/strong> All items are scored on a 7-point scale anchored by the bipolar adjectives. Item 4 is typically reverse-scored if presented with the positive anchor on the left, so that higher average scores indicate a more positive attitude toward the game.\n    <\/div>\n<div class=\"wpt-scale-item-row\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:8px; padding:12px 16px; margin-bottom:10px; display:flex; align-items:flex-start; gap:12px; box-shadow:0 1px 2px rgba(0,0,0,0.02);\">\n  <span style=\"display:inline-flex; align-items:center; justify-content:center; min-width:28px; height:28px; background:#2563eb; color:#ffffff; font-weight:700; font-size:12.5px; border-radius:50%; flex-shrink:0; margin-top:1px;\">1<\/span><\/p>\n<div style=\"flex:1; color:#0f172a; font-size:14.5px; font-weight:500; line-height:1.6;\">Unappealing &#8211; Appealing<\/div>\n<\/div>\n<div class=\"wpt-scale-item-row\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:8px; padding:12px 16px; margin-bottom:10px; display:flex; align-items:flex-start; gap:12px; box-shadow:0 1px 2px rgba(0,0,0,0.02);\">\n  <span style=\"display:inline-flex; align-items:center; justify-content:center; min-width:28px; height:28px; background:#2563eb; color:#ffffff; font-weight:700; font-size:12.5px; border-radius:50%; flex-shrink:0; margin-top:1px;\">2<\/span><\/p>\n<div style=\"flex:1; color:#0f172a; font-size:14.5px; font-weight:500; line-height:1.6;\">Unpleasant &#8211; Pleasant<\/div>\n<\/div>\n<div class=\"wpt-scale-item-row\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:8px; padding:12px 16px; margin-bottom:10px; display:flex; align-items:flex-start; gap:12px; box-shadow:0 1px 2px rgba(0,0,0,0.02);\">\n  <span style=\"display:inline-flex; align-items:center; justify-content:center; min-width:28px; height:28px; background:#2563eb; color:#ffffff; font-weight:700; font-size:12.5px; border-radius:50%; flex-shrink:0; margin-top:1px;\">3<\/span><\/p>\n<div style=\"flex:1; color:#0f172a; font-size:14.5px; font-weight:500; line-height:1.6;\">Boring &#8211; Dynamic<\/div>\n<\/div>\n<div class=\"wpt-scale-item-row\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:8px; padding:12px 16px; margin-bottom:10px; display:flex; align-items:flex-start; gap:12px; box-shadow:0 1px 2px rgba(0,0,0,0.02);\">\n  <span style=\"display:inline-flex; align-items:center; justify-content:center; min-width:28px; height:28px; background:#2563eb; color:#ffffff; font-weight:700; font-size:12.5px; border-radius:50%; flex-shrink:0; margin-top:1px;\">4<\/span><\/p>\n<div style=\"flex:1; color:#0f172a; font-size:14.5px; font-weight:500; line-height:1.6;\">Attractive &#8211; Unattractive<\/div>\n<\/div>\n<div class=\"wpt-scale-item-row\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:8px; padding:12px 16px; margin-bottom:10px; display:flex; align-items:flex-start; gap:12px; box-shadow:0 1px 2px rgba(0,0,0,0.02);\">\n  <span style=\"display:inline-flex; align-items:center; justify-content:center; min-width:28px; height:28px; background:#2563eb; color:#ffffff; font-weight:700; font-size:12.5px; border-radius:50%; flex-shrink:0; margin-top:1px;\">5<\/span><\/p>\n<div style=\"flex:1; color:#0f172a; font-size:14.5px; font-weight:500; line-height:1.6;\">Not entertaining &#8211; Entertaining<\/div>\n<\/div>\n<div class=\"wpt-scale-item-row\" style=\"background:#ffffff; border:1px solid #e2e8f0; border-radius:8px; padding:12px 16px; margin-bottom:10px; display:flex; align-items:flex-start; gap:12px; box-shadow:0 1px 2px rgba(0,0,0,0.02);\">\n  <span style=\"display:inline-flex; align-items:center; justify-content:center; min-width:28px; height:28px; background:#2563eb; color:#ffffff; font-weight:700; font-size:12.5px; border-radius:50%; flex-shrink:0; margin-top:1px;\">6<\/span><\/p>\n<div style=\"flex:1; color:#0f172a; font-size:14.5px; font-weight:500; line-height:1.6;\">Not beneficial &#8211; Beneficial<\/div>\n<\/div><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Comprehensive academic overview of the Attitude Toward the Game Scale (ATGAME), a 6-item semantic differential scale developed by Waiguny, Nelson, and Marko (2013) to assess user evaluations of advergames and interactive digital media.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","template":"","categories":[19227,2612,2],"tags":[11664,19229,19228,2443,8680,19230,2376],"class_list":["post-6026","psych_scale","type-psych_scale","status-publish","hentry","category-advertising-consumer-behavior","category-media-psychology","category-psychometrics","tag-advergames","tag-affective-transfer","tag-atgame","tag-consumer-research","tag-evaluative-conditioning","tag-game-evaluation","tag-semantic-differential"],"_links":{"self":[{"href":"https:\/\/ashadocs.org\/index.php?rest_route=\/wp\/v2\/psych_scale\/6026","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/ashadocs.org\/index.php?rest_route=\/wp\/v2\/psych_scale"}],"about":[{"href":"https:\/\/ashadocs.org\/index.php?rest_route=\/wp\/v2\/types\/psych_scale"}],"author":[{"embeddable":true,"href":"https:\/\/ashadocs.org\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/ashadocs.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=6026"}],"version-history":[{"count":0,"href":"https:\/\/ashadocs.org\/index.php?rest_route=\/wp\/v2\/psych_scale\/6026\/revisions"}],"wp:attachment":[{"href":"https:\/\/ashadocs.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=6026"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/ashadocs.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=6026"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/ashadocs.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=6026"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}