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

机译:青少年在线和离线视频游戏的使用:测量不变性和问题严重性

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摘要

Background:ududDespite the increasing popularity of videogame playing, little is known about the similarities and differences between online and offline videogame players. However, the characteristics of online and offline gaming might predispose different pattern of problematic use.ududObjectives:ududThe aims of this study were to (i) test applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers; and (ii) examine the differences between online and offline gamers in the dimensions of problematic use.ududMethods:ududA total of 1,964 adolescent videogame players were recruited. Information on videogame use habits were collected and all gamers were administered the POGQ. Those gamers who played at least sometimes in an online context were considered as “online gamers” and “offline gamers” were those who played videogames exclusively offline.ududResults:ududConfirmatory 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.ududConclusion:ududThe results of the present study suggest that online andudoffline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video game to include participants who exclusively play either 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 and ideas that could be utilized in parental education and prevention program about the possible detrimental consequences of online vs. offline video game use.
机译:背景: ud ud尽管电子游戏的普及程度越来越高,但人们对在线和离线电子游戏玩家之间的异同知之甚少。但是,在线和离线游戏的特征可能会导致出现问题的使用方式有所不同。 ud ud目标: ud ud本研究的目的是(i)测试先前开发的《有问题的在线游戏调查表》的适用性和度量不变性(在线和离线游戏玩家中的POGQ); (ii)检查在线和离线游戏玩家在有问题的使用方面的差异。 ud ud方法: ud ud总共招募了1,964名青少年视频游戏玩家。收集了有关视频游戏使用习惯的信息,并对所有游戏玩家进行了POGQ管理。至少有时在在线环境中玩过的那些游戏者被认为是“在线游戏者”,而“离线游戏者”则是那些只在离线状态下玩电子游戏的人。 ud ud结果: ud ud确认性因子分析支持在线和离线情况下的测量不变性电子游戏玩家。根据多指标多因(MIMIC)模型,在线游戏玩家在POGQ的过度使用,人际冲突和社会隔离子量表上得分更高。 ud ud结论: ud ud本研究结果表明,可以使用相同的心理测评工具来评估在线和 udoffline游戏。这些发现为涉及有问题的视频游戏的未来研究提供了可能性,使其包括专门玩在线或离线游戏或同时玩这两种游戏的参与者。但是,研究还确定了有关在线和离线游戏如何可能会对问题使用做出不同贡献的重要结构特征。这些结果提供了重要的信息和想法,可用于父母教育和预防计划中有关在线与离线视频游戏使用可能产生的有害后果。

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