首页> 外文期刊>The American journal of drug and alcohol abuse >Online and offline video game use in adolescents: measurement invariance and problem severity
【24h】

Online and offline video game use in adolescents: measurement invariance and problem severity

机译:在线和离线视频游戏在青少年使用:测量不变性和问题严重性

获取原文
获取原文并翻译 | 示例
           

摘要

Background: Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. Objectives: The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. Methods: Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players. Those gamers who played at least sometimes in an online context were considered "online gamers," while those who played videogames exclusively offline were considered "offline gamers." Results: Confirmatory factor analysis supported the measurement invariance across online and offline videogame players. According to the multiple indicators multiple causes (MIMIC) model, online gamers were more likely to score higher on overuse, interpersonal conflict, and social isolation subscales of the POGQ. Conclusion: The results of the present study suggest that online and offline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video gaming to include participants who exclusively play online or offline games, or both. However, the study also identified important structural features about how online and offline gaming might contribute differently to problematic use. These results provide important information that could be utilized in parental education and the prevention program about the possible detrimental consequences of online vs. offline video gaming.
机译:背景:尽管视频游戏的普及越来越多,但在线和离线视频游戏玩家之间的相似性和差异很少。目标:本研究的目标是(i)测试在线和离线游戏玩家中先前发达的有问题的在线游戏问卷(POGQ)的适用性和测量不同行,并审视这些群体的差异。方法:在1,964名(71%男性)青少年视频游戏商的样本中评估了视频游戏使用习惯和POGQ。那些至少在线上下文中播放的游戏玩家被认为是“在线游戏玩家”,而那些播放专门脱机的电子游戏的人被认为是“离线游戏玩家”。结果:确认因素分析支持在线和离线视频游戏的测量不变性。根据多个指标的多个原因(模拟)模型,在线游戏玩家更有可能在Pogq的过度使用,人际关系和社会隔离分量上得分更高。结论:本研究结果表明,可以使用相同的心理测量仪器进行在线和离线游戏。这些调查结果开辟了未来的有关问题视频游戏的研究研究,包括专门在线或离线游戏的参与者,或两者。然而,该研究还确定了关于在线和离线游戏的重要结构特征可能与有问题使用不同的贡献。这些结果提供了可以在父母教育和预防计划中使用的重要信息,了解在线与脱机视频游戏的可能不利后果。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号