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Development and Verification of an Internet Game Literacy Scale

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dc.contributor.authorChung, U.-
dc.contributor.authorKim, S.-
dc.contributor.authorJin, J.-
dc.contributor.authorHan, D.H.-
dc.date.accessioned2021-09-16T06:40:27Z-
dc.date.available2021-09-16T06:40:27Z-
dc.date.issued2021-09-06-
dc.identifier.issn1011-8934-
dc.identifier.issn1598-6357-
dc.identifier.urihttps://scholarworks.bwise.kr/cau/handle/2019.sw.cau/49232-
dc.description.abstractBackground: 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. Methods: An online research company gathered data from 300 participants. Factor analysis, including Cronbach's a and consistency coefficient, exploratory factor analysis, and confirmatory factor analysis were conducted to verify the 18 items of the IGLS. Additionally, a K-means cluster analysis was performed to determine the cut-off values for positive and negative IGLS scores. Results: The 18 items of the IGLS were proven to be reliable, as evidenced by a high Cronbach's alpha (α = 0.892). The Kaiser-Meyer-Olkin measure of sampling adequacy was 0.903, and Bartlett's test of sphericity was good (x2 = 1,623.314, P < 0.001). All 18 items were segregated into two factors, with nine items each. The eigenvalue of all 18 items was significant at > 0.4. In the analysis of the validity of the 18-item IGLS with confirmatory factor analysis (CFA) (maximum likelihood estimation, with an oblique method), the fit indices of the standard three-factor model reached acceptable standards. The cut-off point of the total score between the low positive and average positive groups was 23, and the cut-off point of the total score between the average positive and high positive groups was 30. The cut-off point of the total score between the low negative and the average negative groups was 24. The cut-off point of the total score between the average negative group and the high negative group was 32. Conclusion: The study assessed the reliability and validity of the IGLS and suggested a cut-off for low, average, and high Internet game literacy degree with 300 Korean adults aged 21-49 years. The current results suggest that the IGLS has good internal consistency and a proper cut-off for positive and negative internet game literacy degrees. © 2021 The Korean Academy of Medical Sciences. All Rights Reserved.-
dc.format.extent11-
dc.language영어-
dc.language.isoENG-
dc.publisherKorean Academy of Medical Science-
dc.titleDevelopment and Verification of an Internet Game Literacy Scale-
dc.typeArticle-
dc.identifier.doi10.3346/jkms.2021.36.e216-
dc.identifier.bibliographicCitationJournal of Korean Medical Science, v.36, no.35, pp 1 - 11-
dc.identifier.kciidART002752956-
dc.description.isOpenAccessN-
dc.identifier.wosid000694750800006-
dc.identifier.scopusid2-s2.0-85113307094-
dc.citation.endPage11-
dc.citation.number35-
dc.citation.startPage1-
dc.citation.titleJournal of Korean Medical Science-
dc.citation.volume36-
dc.type.docTypeArticle-
dc.publisher.location대한민국-
dc.subject.keywordAuthorConfirmatory Factor Analysis-
dc.subject.keywordAuthorExploratory Factor Analysis-
dc.subject.keywordAuthorInternet Game Literacy Scales-
dc.subject.keywordAuthorK-Means Cluster Analysis-
dc.subject.keywordPlusCONFIRMATORY FACTOR-ANALYSIS-
dc.subject.keywordPlusOF-FIT INDEXES-
dc.subject.keywordPlusADDICTION-
dc.subject.keywordPlusPREVENTION-
dc.subject.keywordPlusPARENTS-
dc.relation.journalResearchAreaGeneral & Internal Medicine-
dc.relation.journalWebOfScienceCategoryMedicine, General & Internal-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.description.journalRegisteredClasskci-
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