
Measuring Habits and Attitudes towards Computer and Video Games
PROCEEDINGS
Greg Jones, Mary Jo Dondlinger, University of North Texas, United States
Society for Information Technology & Teacher Education International Conference, in San Antonio, Texas, USA ISBN 978-1-880094-61-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
The Computer Gaming Inventory has been created to measure student's attitudes towards and habits with computer and video games. The inventory is based off the Pew's Internet and American Life Project qualitative survey in 2003 on computer game usage. The instrument is a ninety-six question survey consisting of two sections: (1) computer gaming types and frequency (66 questions), and (2) attitudes towards computer and video games (30 questions). Using principal-components analysis with varimax rotation on the initial pilot studies we found that the instrument had six strong factors from twenty-five questions regarding attitudes towards computer and video gaming. This article discusses the Computer Gaming Inventory and the initial studies and the future of the instrument.
Citation
Jones, G. & Dondlinger, M.J. (2007). Measuring Habits and Attitudes towards Computer and Video Games. In R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2007--Society for Information Technology & Teacher Education International Conference (pp. 1221-1223). San Antonio, Texas, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 6, 2021 from https://www.learntechlib.org/primary/p/24726/.
Keywords
References
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