| Literature DB >> 34490753 |
Un Sun Chung1, Soyeon Kim2, Jaechan Jin3, Doug Hyun Han4.
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.Entities:
Keywords: Confirmatory Factor Analysis; Exploratory Factor Analysis; Internet Game Literacy Scales; K-Means Cluster Analysis
Mesh:
Year: 2021 PMID: 34490753 PMCID: PMC8422038 DOI: 10.3346/jkms.2021.36.e216
Source DB: PubMed Journal: J Korean Med Sci ISSN: 1011-8934 Impact factor: 2.153
The items of the Internet Game Literacy Scale
| Items of the Internet Game Literacy Scale | Strongly disagree | Disagree | Neutral | Agree | Strongly agree | ||
|---|---|---|---|---|---|---|---|
| Nine positive items | |||||||
| 1 | Games are accessible and enjoyable for everyone. | 1 | 2 | 3 | 4 | 5 | |
| 2 | Gaming can make life vivacious. | 1 | 2 | 3 | 4 | 5 | |
| 3 | Gaming can induce creativity. | 1 | 2 | 3 | 4 | 5 | |
| 4 | Gaming can reduce stress. | 1 | 2 | 3 | 4 | 5 | |
| 5 | Gaming can induce concentration. | 1 | 2 | 3 | 4 | 5 | |
| 6 | Gaming can make someone feel worthy and valuable. | 1 | 2 | 3 | 4 | 5 | |
| 7 | Gaming can induce anger management and impulse control. | 1 | 2 | 3 | 4 | 5 | |
| 8 | People can develop friendships and social skills through games. | 1 | 2 | 3 | 4 | 5 | |
| 9 | Games can contribute to the national industry and economy. | 1 | 2 | 3 | 4 | 5 | |
| Nine negative items | |||||||
| 1 | People neglect general life activity because of gaming (i.e., traveling, family events etc.). | 1 | 2 | 3 | 4 | 5 | |
| 2 | Games induce negative habits (i.e., cursing, swearing etc.). | 1 | 2 | 3 | 4 | 5 | |
| 3 | Even after trying to, it is hard to quit gaming. | 1 | 2 | 3 | 4 | 5 | |
| 4 | Gaming can induce stress. | 1 | 2 | 3 | 4 | 5 | |
| 5 | Gaming can induce violence. | 1 | 2 | 3 | 4 | 5 | |
| 6 | Games can induce negative self-perception in real life. | 1 | 2 | 3 | 4 | 5 | |
| 7 | Games can induce impulsive behaviors. | 1 | 2 | 3 | 4 | 5 | |
| 8 | Games can create problems within friends and families (i.e., bullying, disrupting relationships). | 1 | 2 | 3 | 4 | 5 | |
| 9 | Games ruin ways of living in real life. | 1 | 2 | 3 | 4 | 5 | |
General descriptions of the population in this research
| General descriptions | Male (n = 150) | Female (n = 150) | Statistics | |
|---|---|---|---|---|
| Age, yr | 34.2 ± 8.7 | 35.8 ± 8.9 | t = −1.5, | |
| Education, yr | 15.4 ± 3.7 | 15.2 ± 3.0 | t = 0.65, | |
| Income (1,000 Korean won/month) | χ2 = 0.062, | |||
| < 2,000 | 35 (23.2) | 36 (24.0) | ||
| 2,000–4000 | 62 (41.3) | 60 (40.0) | ||
| 4,000–6000 | 25 (16.7) | 25 (16.7) | ||
| > 6,000 | 28 (18.7) | 29 (19.3) | ||
| Jobs | χ2 = 121.91, | |||
| Professionals | 23 (15.1) | 24 (16.1) | ||
| Office workers | 90 (60.0) | 89 (59.5) | ||
| Service providers | 15 (10.0) | 6 (4.0) | ||
| Others | 18 (12.0) | 8 (5.3) | ||
| No jobs | 4 (2.7) | 23 (15.3) | ||
| Total Internet using time, hour/day | 4.9 ± 2.4 | 4.49 ± 2.7 | t = 0.39, | |
| SNS | 0.5 ± 0.5 | 0.6 ± 0.5 | t = −1.12, | |
| Gaming | 0.7 ± 0.7 | 0.6 ± 0.7 | t = 1.04, | |
| Broadcasting | 0.7 ± 0.9 | 0.5 ± 0.7 | t = 1.90, | |
| Searching | 0.4 ± 0.8 | 0.4 ± 0.6 | t = 0.30, | |
| Shopping | 0.1 ± 0.4 | 0.2 ± 0.5 | t = −1.00, | |
| Others | 0.1 ± 0.3 | 0.1 ± 0.1 | t = −0.09, | |
Values are presented as mean ± standard deviation or number (%).
SNS = social network service.
Reliability of the Internet Game Literacy Scale
| Questions | Scale mean if item deleted | Scale variance if item deleted | Corrected item-total correlation | Squared multiple correlations | Cronbach's α if item deleted |
|---|---|---|---|---|---|
| Pos 1 | 21.6281 | 26.285 | 0.467 | 0.278 | 0.827 |
| Pos 2 | 22.2864 | 23.387 | 0.618 | 0.428 | 0.810 |
| Pos 3 | 22.6080 | 23.280 | 0.628 | 0.470 | 0.809 |
| Pos 4 | 21.7487 | 25.623 | 0.449 | 0.299 | 0.828 |
| Pos 5 | 23.0302 | 22.575 | 0.684 | 0.531 | 0.801 |
| Pos 6 | 23.1156 | 23.921 | 0.596 | 0.410 | 0.813 |
| Pos 7 | 23.2312 | 23.280 | 0.620 | 0.464 | 0.809 |
| Pos 8 | 22.6935 | 24.608 | 0.438 | 0.258 | 0.831 |
| Pos 9 | 22.5528 | 24.693 | 0.419 | 0.217 | 0.834 |
| Neg 1 | 27.3116 | 37.266 | 0.724 | 0.557 | 0.898 |
| Neg 2 | 27.3417 | 37.792 | 0.702 | 0.550 | 0.899 |
| Neg 3 | 27.3568 | 36.776 | 0.720 | 0.555 | 0.898 |
| Neg 4 | 27.8291 | 39.314 | 0.651 | 0.456 | 0.903 |
| Neg 5 | 27.6030 | 38.695 | 0.683 | 0.511 | 0.901 |
| Neg 6 | 28.0955 | 39.218 | 0.616 | 0.423 | 0.905 |
| Neg 7 | 27.3266 | 37.928 | 0.779 | 0.653 | 0.895 |
| Neg 8 | 27.9196 | 38.690 | 0.608 | 0.388 | 0.906 |
| Neg 9 | 27.4171 | 36.679 | 0.750 | 0.598 | 0.896 |
Pos: positive item, Neg: negative item
Exploratory factor analysis of Internet Game Literacy Scale
| Name of factor | Negative Internet Game Literacy Scale | Positive Internet Game Literacy Scale | ||
|---|---|---|---|---|
| Eigenvalue total | 6.582 | 2.747 | ||
| Percentage of variance | 36.567 | 15.263 | ||
| Cumulative percentage | 36.567 | 51.830 | ||
| Kaiser-Meyer-Olkin Measure of sampling adequacy | 0.903 | |||
| Bartlett's test of sphericity | Approximate χ2 | 1,623.314 | ||
| Degree of freedom | 153 | |||
| Significance ( | < 0.001 | |||
| Pattern matrix | ||||
| Factor | 1 | 2 | ||
| Pos 1 | 0.470 | |||
| Pos 2 | 0.621 | |||
| Pos 3 | 0.733 | |||
| Pos 4 | 0.430 | |||
| Pos 5 | 0.751 | |||
| Pos 6 | 0.656 | |||
| Pos 7 | 0.676 | |||
| Pos 8 | 0.470 | |||
| Pos 9 | 0.497 | |||
| Neg 1 | 0.739 | |||
| Neg 2 | 0.722 | |||
| Neg 3 | 0.757 | |||
| Neg 4 | 0.682 | |||
| Neg 5 | 0.731 | |||
| Neg 6 | 0.696 | |||
| Neg 7 | 0.791 | |||
| Neg 8 | 0.627 | |||
| Neg 9 | 0.731 | |||
Extraction method: maximum likelihood, rotation method: Oblimin with Kaiser Normalization.
Pos = positive item, Neg = negative item.
Fig. 1Analysis of the validity of the Internet Game Literacy Scale with the confirmatory factor analysis.
Comparisons of Internet Game Literacy Scale scores between male and female participants
| Scores by age group | Male participants | Female participants | Statistics | |
|---|---|---|---|---|
| Positive Internet Game Literacy Scale | ||||
| Total | 26.3 ± 4.7 | 24.3 ± 5.2 | t = 3.48, | |
| 20–29 | 26.4 ± 5.2 | 25.6 ± 5.8 | t = 0.73, | |
| 30–39 | 26.5 ± 4.6 | 24.2 ± 4.7 | t = 2.51, | |
| 40–49 | 25.9 ± 4.5 | 23.1 ± 4.8 | t = 3.06, | |
| Negative Internet Game Literacy Scale | ||||
| Total | 27.7 ± 5.9 | 30.5 ± 7.2 | t = −3.66, | |
| 20–29 | 25.3 ± 6.1 | 27.2 ± 6.9 | t = −1.41, | |
| 30–39 | 28.1 ± 6.1 | 30.9 ± 5.6 | t = −2.42, | |
| 40–49 | 29.7 ± 4.8 | 33.5 ± 7.7 | t = −3.05, | |
Fig. 2Comparisons of Internet Game Literacy Scale scores between male and female participants.
(A) Positive Internet Game Literacy Scale scores. (B) Negative Internet Game Literacy Scale scores.