Mat á tölvuleikjavanda : próffræðilegir eiginleikar og tengsl við tölvuleikjategundir
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Issue Date
2008
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Assessment of Problem Video Game Playing: Psychometric properties in a sample of Icelandic adolescents 16-20 year-of-age and relationship between problem video game playing and video game genresCitation
Sálfræðiritið 2008, 13:46-64Abstract
Niðurstöður rannsókna sýna að u.þ.b. 70-90% barna og unglinga hafa spilað tölvuleiki og tæplega 60-90% spila tölvuleiki í hverri viku. Hugsanlegt er að óhófleg spilun tölvuleikja hafi neikvæðar afleiðingar á líf unglinga. Í þessari rannsókn voru próffræðilegir eiginleikar endurskoðaðrar útgáfu matskvarða um tölvuleikjavanda er nefnist Problem Video Game Playing (PVP) kannaðir. Þátttakendur voru 380 nemendur í sex framhaldsskólum, 184 stúlkur og 196 drengir. Niðurstöður þátttagreiningar benda til að einn þáttur lýsi best dreifingu atriða og reyndist innra samræmi kvarðans fullnægjandi (KR20=0,81). Einnig kom í ljós að heildartala kvarðans hafði miðlungsfylgni við spurningar um hversu oft nemendur spila tölvuleiki og hve lengi þeir spila hverju sinni. Um 14% nemenda uppfylltu viðmið PVP um tölvuleikjavanda og voru það aðallega drengir. Hugsanlega eru viðmið um tölvuleikjavanda of væg (4 jákvæð svör) en aðeins 23% nemenda sem uppfylltu skilyrði PVP um tölvuleikjavanda töldu sjálfir að þeir ættu við slíkan vanda að stríða. Þegar viðmið voru hækkuð í sex jákvæð svör reyndust 6% nemenda uppfylla skilyrði um tölvuleikjavanda. Að síðustu kom í ljós að nemendur með tölvuleikjavanda spiluðu frekar skotleiki, ævintýraleiki, þjálfaraleiki og fjölnotendaspunaleiki á netinu en þeir sem ekki eiga við vandkvæði að stríða vegna tölvuleikjanotkunar sinnar.Results of recent studies indicate that 70-90% of children and adolescents have played video games and 60-90% play video games each week. Excessive video game playing has possible negative consequences for the adolescents' life. The psychometric properties of a revised version of Problem Video Game Playing were evaluated. Participants were 380 students in six comprehensive high schools, boys were 184 and girls 196. Results of factor analysis indicated one factor and the internal consistency reliability was satisfactory (KR2O=0,81). The frequency of problem video game playing was assessed and the results showed that students with four or more criteria answered positively were 14%. It could be overestimation as only 23% of them self-reported that they might have a problem playing video games. But students answered six or more criteria were only 6%. The results also indicated moderate correlation between the scores on Problem Video Game Playing and frequency and duration of video game playing. The relationship between problem video game playing and shooter games, adventure games, football manager games and massively multiplayer online role-playing games (MMORPG) was also confirmed as adolescents with problem video game playing played them significantly more than adolescents who played video games without problems.
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