| In recent years, the game industry has developed rapidly on various platforms, including theplatforms of computer and cell-phone. It has also become the most profitable entertainmentindustry in many countries. As a crucial role in the whole gaming industry, online games isbecoming one of the most popular recreational activities among undergraduate. The study ongaming experience has great theoretical and practical value, because it is the determinant thatmakes the difference between success and failure of any gaming products.Literature review, open-ended questionnaire investigation and focus group discussion wereemployed at the very beginning of this research. The pre-questionnaire on undergraduates’online gaming experience was developed on the basis of theoretical construction and specialistsconsultation. After the investigation with the pre-questionnaires among310undergraduates, weconducted the item analysis and exploratory factor analysis and then decided the formalquestionnaire, which includes26items from five dimensions, namely sense of impulsiveness,positive affect, immersion, experience of social interaction, competence.With the formal questionnaire, this research investigated508undergraduates from ZhejiangSci-Tech Unveristy, Hangzhou Dianzi University, China Jiliang Univerisyt and ZhejiangGongshang University, and38participants among them were retested20days later. Accordingto consistency reliability, split-half reliability, and retested reliability and validity, the generalreliability and validity of this questionnaire meet the basic requirement of psychometrics. At last,this research explored the characteristics of online gaming experience of undergraduates.Combining with all the study results above, we can draw the following conclusions:(1). The online game experience is a multi-dimensional psychological structure, includingsense of impulsiveness, positive affect, immersion, experience of social interaction, competence.(2). The self-made questionnaire in this research has proven to be a reliable and validmeasurement of the online-gaming experience of university students. (3).The score between subjects who have different consumption level have significantdifferences in experience of social interaction and competence dimensions; The score betweensubjects from different grades have significant differences in sense of impulsiveness, immersion,experience of social interaction dimensions; the score between subjects who have different gameexperience have significant differences in positive affect and experience of social interactiondimensions; The score between subjects who have different participation way have significantdifferences in positive affect, experience of social interaction, competence dimensions; The scorebetween subjects who play different type games have significant differences in sense ofimpulsiveness, positive affect, immersion, experience of social interaction dimensions. |