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Creation of the Video Game Beliefs Questionnaire (VGBQ)

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Academic year: 2021

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Burnay, Jonathan

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, Larøi, Frank

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Department of Psychology: Cognition and Behaviour, University of Liège, Liège (4000), Belgium

Creation of the Video Game Beliefs Questionnaire (VGBQ)

People have many beliefs about the positive and negative consequences of playing video games: • Violence Addiction Amelioration of psychomotricity Improvement of intelligence Cognitive enhancement etc.

Bushman and Whitaker (2010) maintain that beliefs about video games modify the way people approach and play video games (e.g., people who believe that video games have a cathartic effect are more attracted by violent video games)

However, at present, no instrument exists to assess these beliefs

Objective: the development of a questionnaire that evaluates the various beliefs that people have about video games

Background

Results

Study 1:

12 main themes were obtained (6 Positive; 6 Negative)

Resulting in a 60-item questionnaire

A Likert scale was also added (1 = Strongly disagree; 6 =

Strongly agree)

Study 2:

Analysis of the 60-item questionnaire:

We observed poor internal consistency and high factor

inter-correlations suggesting that a revision of the questionnaire was required

Factors with high inter-correlations were merged and items

that were identified as responsible for poor internal consistency (α) were removed

This revision resulted in a 30-item questionnaire

Discussion

- This is the first questionnaire of its kind in the literature

- The present study revealed that the Video Games Beliefs Questionnaire (VGBQ) has adequate psychometric properties

- The existence of the VGBQ will hopefully open up a new field of research on the psychological consequences of video games: => For example, which effects do beliefs about video games have on:

- Addiction, aggression, cognitive enhancement, etc.

Reference: B. J. Bushman, J. L. Whitaker, Like a Magnet: Catharsis Beliefs Attract Angry People to Violent Video Games. Psychol. Sci. 6:790-2 (2010).

Contact: jonathan.burnay@ulg.ac.be

Procedure N Age Players/Non-Players Sex M/F

Study 1 - Qualitative data collection - Content analysis

- Item creation

83 Mean (SD): 30.10 (16.81); Min-Max: 12-70

49/34 44/39

Study 2 - Evaluation of the

psychometric qualities 399 Mean (SD): 26.65 (10.39); Min-Max:18-77 202/197 252/147 Positive α=.91 Negative α=.92 Intelligence + Imagination α=.86 Uselessness α=.89 Psycho-motricity α=.81 Violence α=.84 Addiction α=.85 Relaxation α=.86

Final Model (30-item questionnaire)

RMSEA=.0701; AGFI=.973; CFI=.977; NNFI=.975 1.05 .81 1.00 .81 .77 .67

Method

Références

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