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Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents

机译:青少年游戏成瘾量表中电子游戏成瘾的核心和外围标准

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摘要

Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16-74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged <= 33 years, men aged >33 years, women aged <= 33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.
机译:对视频游戏成瘾的评估通常涉及对外围标准的测量,这些外围标准指示对游戏的高度参与,而核心标准则指示对游戏的使用有问题。 2013年对16-74岁的挪威人口进行了调查(N = 10,081,回应率43.6%),其中包括青少年游戏成瘾量表(GAS)。验证性因素分析表明,与确定所有项目仅装载在一个项目上的原始一因素解决方案相比,将外围标准与核心标准分开的两因素结构更适合数据(CFI = 0.963; RMSEA = 0.058)系数(CFI = 0.905,RMSEA = 0.089)。当我们分别分析年龄小于等于33岁的男性,年龄大于等于33岁的男性,年龄小于等于33岁的女性和年龄大于33岁的女性时,也发现了这一点。这表明GAS既可以衡量参与度,也可以衡量与视频游戏相关的问题。多组测量不变性测试表明,对于四因素结构,因素结构在所有四个组中均有效(配置不变性),而对于一因素结构则无效。将仅使用核心标准项目的问题博弈者和上瘾的博弈者进行分类的一种新颖方法(CORE 4方法)与包含所有项目的方法(GAS 7方法)进行了比较。当前的结果表明,与GAS 7方法相比,CORE 4方法可能更适合对问题游戏者和上瘾游戏者进行分类。

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  • 来源
    《CyberPsychology & Behavior》 |2015年第5期|280-285|共6页
  • 作者单位

    Univ Bergen, Dept Psychosocial Sci, N-5020 Bergen, Norway|Norwegian Inst Alcohol & Drug Res, Oslo, Norway;

    Univ Bergen, Dept Psychosocial Sci, N-5020 Bergen, Norway;

    Univ Bergen, Dept Psychosocial Sci, N-5020 Bergen, Norway;

    Univ Bergen, Dept Psychosocial Sci, N-5020 Bergen, Norway;

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