男孩和成人参与电子游戏问卷的心理测量特征

L. Glinkina, V. Vasilenko
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引用次数: 0

摘要

虽然在DSM-5(精神障碍诊断与统计手册,第5版)和即将出版的ICD-11(国际疾病分类,第11版)中将电子游戏障碍列入疾病清单的讨论已经有过,但现代心理学缺乏区分成瘾者和狂热玩家的筛查工具。研究的目的是测试我们的问卷,根据代表性、即时可靠性(内部一致性)、内容和结构效度等参数来确定电子游戏的参与类型及其严重程度。因此,本文呈现了调查问卷的开发和初步验证结果,以衡量年轻人和成年人对电子游戏的参与程度。本研究假设所设计的问卷具有代表性和有效性(内容效度和结构效度)。在研究过程中,调查对象年龄在18 - 30岁之间(N = 124, M = 25.8),确定了问卷的结构。因子分析程序确定电子游戏中存在六种类型的参与:“成瘾”、“社区感觉”、“情感支持”、“沉浸”、“流”和“认同”。得到的问卷各量表与最终指标的Cronbach’s alpha系数具有较好的一致性(0.45 ~ 0.83)。为了检验结构的有效性,已经使用了诸如CIAS量表、针对更成年样本的青少年参与电子游戏程度的测试问卷(a.v. Grishina)和网络成瘾方法(t.a. Nikitina, a.u Yu)等工具。起来)。得到的相关关系证实了问卷的结构效度。这项研究的现实意义在于,我们提出的诊断方法可以用来区分沉迷于电子游戏的人群。
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Psychometric characteristics of the questionnaire to measure boys’ and adults’ involvement in video games
There has been a discussion about the inclusion of video game disorder in the list of diseases of the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, 5th edition) and the upcoming ICD-11 (International Classification of Diseases, 11th revision), however, modern psychology lacks screening tools to distinguish addicts from avid players. The objective of the research is to test our questionnaire determining the types of involvement in video games and the degree of its severity according to certain parameters, such as representativeness, instant reliability (internal consistency), content and construct validity. Thus, the article presents the results constituting the development and primary validation of the questionnaire measuring the involvement of young men and adults in video games. The study hypothesizes that the proposed questionnaire is representative and valid (content and construct validity). In the course of the study, which involved respondents aged 18 to 30 years (N = 124, M = 25.8), the structure of the questionnaire was determined. The factor analysis procedure determined that there are six types of involvement in video games: “Addiction”, “Feeling of Community”, “Emotional Support”, “Immersion”, “Streaming” and “Identification”. The obtained Cronbach's alpha coefficients for all the scales of the questionnaire and the final indicator demonstrated satisfactory consistency of the questionnaire (0.45- 0.83). To check the construct validity, there have been used such tools as the CIAS scale, a test questionnaire of the degree of involvement of younger adolescents in video games (A. V. Grishina) adapted for a more adult sample and the Internet addiction methodology (T. A. Nikitina, A. Yu. Egorov). The obtained correlations confirm the construct validity of the questionnaire. The practical significance of the study lies in the fact that the diagnostic method proposed by us can be used to distinguish addicts from the general array of people who are highly enthusiastic about video games.
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