The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing |
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Authors: | Jeanne H. Brockmyer Christine M. Fox Kathleen A. Curtiss Evan McBroom Kimberly M. Burkhart Jacquelyn N. Pidruzny |
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Affiliation: | University of Toledo, MS 948, 2801 West Bancroft, Toledo, OH 43606, USA |
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Abstract: | Deep engagement in video game-playing has the potential to be to be one important determinant of the impact of playing violent video games, but there are currently no reliable measures of this subjective experience. To fill this gap, the Game Engagement Questionnaire (GEQ) was developed using both classical and Rasch analyses. In Study 1 Rasch analyses provide support for the reliability and functionality of the GEQ scores. Rasch analyses also demonstrate that the GEQ has adequate separation, fit, rating scale functioning, and dimensionality, suggesting that one’s tendency to become engaged in video game-playing is a quantifiable construct. In Study 2, behavioral and questionnaire data supported the reliability and validity of the GEQ for predicting engagement in violent video games. The GEQ provides a psychometrically strong measure of levels of engagement specifically elicited while playing video games, and thus shows promise for future research examining risk and protective factors for negative game impact. |
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Keywords: | Video games Violence Measurement Rasch Psychological engagement Immersion Presence Flow Psychological absorption |
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