摘要
目的探索青少年网络游戏体验的结构,编制青少年网络游戏体验量表并分析其信效度。方法通过访谈和开放式问卷调查以及已有量表获得题目,在专家小组讨论的基础上形成初测版本,选取785名北京和河北省中学生进行施测,采用因素分析法分析数据并形成最终的量表。采用网络游戏成瘾界定量表和青少年病理性互联网使用量表作为效标。选取60名被试间隔3周后重测。结果探索性因素分析得到6个因素包含40个项目的青少年网络游戏体验量表。各项目的因素载荷在0.40~0.89之间,累积方差贡献率为60.42%;验证性因素分析结果(x2/af=2.83,GFI=0.93,TLI=0.92,IFI=0.95,CFI=0.95,RMSEA=0.069)表明6因素结构较为理想。效标关联效度分析显示,量表总分及各因素得分与网络游戏成瘾界定量表和青少年病理性互联网使用量表分数呈正相关(r=0.12~0.60,均P〈0.05);总量表的内部一致性信度Cronbach仪系数为0.96,重测信度为0.81。6个分量表的CronbachOt系数在0.76~0.95之问,重测信度在0.51~0.86之间。结论青少年的网络游戏体验由6个维度构成。本研究编制的青少年网络游戏体验量表具有较好的心理测量学指标,适用于测量青少年的网络游戏体验。
Objective To develop the adolescent online game experience scale(AOGES) and tests its reliability and validity, so as to explore the component construct of the adolescents' online game experience. Methods Interviews and open questionnaire investigation as well as the existing scales were used to form the earlier version of the measurement, and the formation of test version were based on the expert group discussion, A total of 785 middle school students completed the AOGES ,factor analysis method were used to form the final questionnaire. 60 students participated in the retest 3 weeks later. The Online Game Addiction Scale and APIUS were used as criterions. Results The exploratory factor analysis indicated that the AOGES was composed of 40 items and six-factors; The range of factor loading was between 0.40-0.89, and explained 60.42% of the total variance.The confirmatory factor analyses indicated that the six-factor model had good fitting indices (xg/df = 2.83, GFI = 0.93, TLI = 0.92, IFI = 0.95, CFI = 0.95, RMSEA = 0.069). The scores of the AOGES were positively correlated with the scores of the Online Game Addiction Scale and APIUS ( r= 0.12-0.60, P〈0.05). The Cronbach a of the AOGES was 0.96 and six subscales were between 0.76-0.95. The test-retest reliabilities of the AOGES was 0.81 and six subseales were between 0.51-0.86. Conclusion It suggests that the Adolescent Online Game Experience Scale may be a sixdimension model which has good reliability and validity. The questionnaire may be suitable for measuring the adolescents' online game experience in China.
出处
《中华行为医学与脑科学杂志》
CAS
CSCD
北大核心
2015年第1期84-87,共4页
Chinese Journal of Behavioral Medicine and Brain Science
基金
国家社会科学基金教育学一般课题项目(BBA120019)
关键词
青少年
网络游戏体验
网络游戏成瘾
心理测量学
Adolescent
Online game experience
Online game addiction
Questionnaire development
Psychometrics