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机构地区:[1]中国.湖南人文科技学院教育科学系,娄底417000
出 处:《中国健康心理学杂志》2012年第11期1683-1685,共3页China Journal of Health Psychology
摘 要:目的编制大学生网络游戏动机问卷。方法随机抽取有网络游戏经验的大学生206名作为预测对象,对调查数据进行项目分析和探索性因素分析,形成正式问卷;接着对361名有网游经验的大学生进行施测,检验其信效度指标。结果大学生网络游戏动机问卷主要由享受乐趣、成就体验、人际交往、逃避现实4个维度构成,共解释总变异的64.3%;验证性因素分析结果表明该模型拟合较好,拟合度指数χ2/df、GFI、AGFI、NFI、CFI、IFI、RMSEA分别为1.94、0.96、0.93、0.93、0.96、0.96、0.05;问卷总的α系数为0.83,问卷总分与每周玩网络游戏的时间显著正相关(r=0.30,P<0.001)。结论大学生网络游戏动机问卷具有良好的信效度,达到心理测量学的要求。Objective To develop a motivation questionnaire for college students participating in online games.Methods Data were collected from 206 college students who were online game players,and the questionnaire was formed according to the results of item analysis and exploratory factor analysis;Then 361 college students were investigated with the final scale in order to assess its reliability and validity.Results The questionnaire was consistsed of four factors:enjoyment,needs to experience achievement,social interaction and escaping from reality,and the total variance explained amounted to 64.3%;The results of confirmatory factor analysis showed that the measurement model fit the data well,such as χ2/df,GFI,AGFI,NFI,CFI,IFI,RMSEA were 1.94,0.96,0.93,0.93,0.96,0.96,0.05,respectively;The Cronbach's α coefficient of the whole questionnaire was 0.83.The scores of the whole questionnaire were significantly positively related to the time players spent on online games(r=0.30,P0.001).Conclusion The motivation questionnaire for college students participating in online games is reliable and valid,which can be used in both research and practice.
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