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Development and Verification of an Internet Game Literacy Scale.
Chung, Un Sun; Kim, Soyeon; Jin, Jaechan; Han, Doug Hyun.
Afiliación
  • Chung US; Department of Psychiatry, Kyungpook National University, School of Medicine, Daegu, Korea.
  • Kim S; Department of Psychiatry, Chung-Ang University School of Medicine, Seoul, Korea.
  • Jin J; School of Social Welfare, Soongsil University, Seoul, Korea.
  • Han DH; Department of Psychiatry, Chung-Ang University School of Medicine, Seoul, Korea. hduk70@gmail.com.
J Korean Med Sci ; 36(35): e216, 2021 Sep 06.
Article en En | MEDLINE | ID: mdl-34490753
ABSTRACT

BACKGROUND:

Education on internet games for parents and internet game literacy are needed to prevent problematic internet game playing in Korea. We created an 18-item Internet Game Literacy Scale (IGLS). It is a valuable tool for assessing the positive and negative aspects of internet game play. We aimed to determine the validity of the IGLS and the cut-off for the tendency for internet gameplay.

METHODS:

An online research company gathered data from 300 participants. Factor analysis, including Cronbach's α and consistency coefficient, exploratory factor analysis, and confirmatory factor analysis were conducted to verify the 18 items of the IGLS. Additionally, a K-means cluster analysis was performed to determine the cut-off values for positive and negative IGLS scores.

RESULTS:

The 18 items of the IGLS were proven to be reliable, as evidenced by a high Cronbach's alpha (α = 0.892). The Kaiser-Meyer-Olkin measure of sampling adequacy was 0.903, and Bartlett's test of sphericity was good (χ² = 1,623.314, P < 0.001). All 18 items were segregated into two factors, with nine items each. The eigenvalue of all 18 items was significant at > 0.4. In the analysis of the validity of the 18-item IGLS with confirmatory factor analysis (CFA) (maximum likelihood estimation, with an oblique method), the fit indices of the standard three-factor model reached acceptable standards. The cut-off point of the total score between the low positive and average positive groups was 23, and the cut-off point of the total score between the average positive and high positive groups was 30. The cut-off point of the total score between the low negative and the average negative groups was 24. The cut-off point of the total score between the average negative group and the high negative group was 32.

CONCLUSION:

The study assessed the reliability and validity of the IGLS and suggested a cut-off for low, average, and high Internet game literacy degree with 300 Korean adults aged 21-49 years. The current results suggest that the IGLS has good internal consistency and a proper cut-off for positive and negative internet game literacy degrees.
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Texto completo: 1 Banco de datos: MEDLINE Asunto principal: Psicometría / Juegos de Video Tipo de estudio: Prognostic_studies Límite: Adult / Female / Humans / Male / Middle aged País/Región como asunto: Asia Idioma: En Año: 2021 Tipo del documento: Article

Texto completo: 1 Banco de datos: MEDLINE Asunto principal: Psicometría / Juegos de Video Tipo de estudio: Prognostic_studies Límite: Adult / Female / Humans / Male / Middle aged País/Región como asunto: Asia Idioma: En Año: 2021 Tipo del documento: Article