2021
DOI: 10.3346/jkms.2021.36.e216
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Development and Verification of an Internet Game Literacy Scale

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. Methods An online research company gathered data from 300 participants. Fac… Show more

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Cited by 3 publications
(4 citation statements)
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“…The scale includes 9 items rated on a 5-point Likert scale ranging from 1 (“strongly disagree”) to 5 (“strongly agree”). The IGLS’s internal consistency has been reported as α=0.89 [ 25 ].…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…The scale includes 9 items rated on a 5-point Likert scale ranging from 1 (“strongly disagree”) to 5 (“strongly agree”). The IGLS’s internal consistency has been reported as α=0.89 [ 25 ].…”
Section: Methodsmentioning
confidence: 99%
“…The IGLS's internal consistency has been reported as α=0.89. 25 The Patient Health Questionnaire 9 (PHQ-9) was used to assess depression. Each item is rated on a Likert scale ranging from 0 to 3, and a score of 10 (out of 27) is the cutoff point for depression.…”
Section: Psychological Variablesmentioning
confidence: 99%
“…The Internet Game Literacy Scale examines whether individuals have a positive or negative perception of Internet games [ 28 ]. It consists of nine positive scales (e.g., “gaming can reduce stress,” and “people can develop friendships and social skills through games”) and nine negative scales (e.g., “gaming can induce violence” and “games ruin living patterns in reality”), using a 5-point Likert scale rating (1=“strongly disagree,” 2=“disagree,” 3=“neutral,” 4=“agree,” and 5=“strongly agree”).…”
Section: Methodsmentioning
confidence: 99%
“…It consists of nine positive scales (e.g., “gaming can reduce stress,” and “people can develop friendships and social skills through games”) and nine negative scales (e.g., “gaming can induce violence” and “games ruin living patterns in reality”), using a 5-point Likert scale rating (1=“strongly disagree,” 2=“disagree,” 3=“neutral,” 4=“agree,” and 5=“strongly agree”). Cronbach’s alpha for the scale was=0.892 [ 28 ]. The participants were asked to evaluate their perception of the game based on the time before the COVID-19 pandemic.…”
Section: Methodsmentioning
confidence: 99%