摘要
目的:引进Yee编制的网络游戏动机量表,在大学生网络游戏玩家中进行初步修订和信效度检验。方法:采用整群取样的方法从北京市三所高校共收集到1523名大学生网络游戏玩家对其进行网络游戏动机量表的施测;并比较网络游戏长时、短时两组,及男、女被试在网络游戏动机量表得分上的差异。结果:①验证性因素分析结果支持量表的二阶三因子结构,χ2/df=9.22,RMSEA=0.09,NFI=0.94,IFI=0.94,CFI=0.94;②总量表及成就、社交、沉浸三个二阶因子的内部一致性系数分别为0.94,0.87,0.87,和0.85;一个月后的重测信度依次为0.88,0.86,0.88,和0.73;③t检验结果发现网络游戏长时组和短时组在量表的10个一阶因子和3个二阶因子的得分均存在显著差异(ts为2.47-7.76);在除个性化外的9个一阶因子和3个二阶因子上的得分均存在显著的性别差异(ts为4.43-12.16)。结论:修订后的网络游戏动机量表具有良好的信效度,可以作为我国大学生网络游戏动机研究的工具。
Objective: To evaluate psychometric properties of Motivations for Play in Online Game Scale in Chinese college students. Methods: A sample of 1523 online game users among Chinese college students in Beijing was administrated the OGMUS. Results: ①Confirmative factor analysis showed the scale has three second order factors structures and good construct validity,χ2/df=9.22, RMSEA=0.09, NFI=0.94, IFI=0.94, CFl=0.94; ②The whole scale and three second order factors had high internal consistency, all alpha coefficients were 0.94, 0.87, 0.87, and 0.80 respectively. The retest reliability coefficients of the whole scale and three higher factors were 0.88, 0.86, 0.88, and 0.73; ③A series of t tests showed there were significant difference on the whole scale and all factors scores between online game user group of those who spent longer time on game and another group who spent shorter time on game. Meanwhile, there were significant difference between the whole scale and all factors but customization between boy gamer and girl garner. Conclusion: The Motivations for Play in Online Game Scale is a reliable and valid instrument, and is suitable for the use in future studies on the online game motivations of Chinese college students.
出处
《中国临床心理学杂志》
CSSCI
CSCD
北大核心
2013年第1期13-16,共4页
Chinese Journal of Clinical Psychology
基金
国家自然科学基金(31170990
81100992)
北京师范大学青年基金(248-105101)资助
关键词
网络游戏动机量表
信度
效度
中国大学生
Motivations for play in online game scale
Reliability
Validity
Chinese college students