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作 者:聂晶[1] 钱铭怡[1] 黄峥[1] 章晓云[1] 邓晶[1]
机构地区:[1]北京大学心理学系,北京100871
出 处:《中国心理卫生杂志》2006年第11期750-753,共4页Chinese Mental Health Journal
基 金:全国教育科学规划项目(DBA030084)
摘 要:目的:编制适合大学生使用的电脑游戏成瘾量表(CGAI),并检验其信效度。方法:对477份来自北京市8所大学大学生的CGAI测试结果进行探索性因素分析,对405份来自北京市5所大学大学生的CGAI测试结果进行验证性因素分析。结果:探索性因素分析获得33个条目的CGAI问卷,分为4个因素可解释总方差的55.1%,四个维度依次为:依赖/成瘾行为表现维度、情绪唤起维度、功能损害维度、对现状羞耻或不满维度;验证性因素分析验证了4因素模型,其结果为X2/df=2.304;IFI=0.885;CFI=0.884;NFI=0.813;RSMEA=0.057。该问卷的内部一致性信度(r=0.77~0.94)、重测信度(r=0.907,P〈0.001)和效标效度(成瘾组被试CGAI四维度评分均高于正常对照组)均符合测量学的要求。结论:该量表具有良好的信度和效度,可在大学生中使用。Objective: To develop a computer game addiction inventory (CGAI) for Chinese college students. Methods: A primary inventory made by the authors was applied to 477 college students from 8 universities in Beijing for exploratory factor analysis, and then to 405 college students for confirmatory factor analysis. Results: After exploratory factor analysis, a questionnaire consisted of 33 items were established, which had four factors : dependence and addict behavior, emotion arousal, functional impairment, and shame and un - satisfaction. These four factors could explain 55.1% of the total variance, were confirmed by confirmatory factor analysis ( X^2/df = 2. 304; IFI = 0. 885; CFI = 0. 884 ; NFI = 0. 813 ; RSMEA = 0. 057 ) . The internal consistency of the questionnaire was good ( r = 0. 77 - 0.94 ) , the test - retest reliability was 0. 907. Criteria validity shown by higher scores in addiction group than normal control was also satisfying. Conclusion. The CGAI has good psychometric features and could be applied to college students.
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