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Abstract(s)
A presente dissertação é exposta numa forma de artigo científico, e subdivide-se
em dois estudos. O estudo 1 tem como principal objetivo contribuir para a análise
psicométrica da escala de Avaliação do Comportamento de Utilização de Videojogos
(ACUV). O estudo 2 visa compreender o comportamento de utilização de jogos online, os
níveis atencionais, as motivações para jogar videojogos e o grau de preocupações com a
vida diária, o tempo utilizado a jogar jogos e averiguar diferenças nas pontuações da
escala ACUV e nas suas dimensões em função de variáveis como a idade, níveis de
escolaridade, estatuto profissional, residência e dificuldade em adormecer. Para o estudo
foram utilizados ainda os seguintes instrumentos: Questionário Sociodemográfico e o
Teste Stroop de Cores e Palavras (Esgalhado, Simões & Pereira, 2010). A amostra é
constituída por 66 indivíduos (n=66), sendo 92.3% do género masculino e 7.7% do
género feminino, com uma média de idades de 23.1 anos de idade (DP=4.07).
Relativamente aos resultados obtidos no estudo 1, em termos da fiabilidade do presente
instrumento, obtivemos um valor do alfa de Cronbach muito bom (a= .842). A propósito
do estudo da sensibilidade dos itens da escala ACUV, todos os itens evidenciaram boa
sensibilidade, com exceção do item 4 na medida da assimetria (Skewness), e dos itens 8
e 18, em relação aos valores de curtose (Kurtosis), pelo que são eliminados.
Relativamente à validade de construto da escala, determina-se a Análise Fatorial
Exploratória (Varimax), após testar a adequabilidade amostral para a análise fatorial
através do Teste Keiser Meyer Olkin (KMO), onde se obteve um valor de KMO= .759 e
do Teste de Esfericidade de Bartlett (X2= 263.257; p= .000) que permitiu concluir que
as variáveis se correlacionam significativamente. Na análise fatorial utilizou-se o método
de componentes principais na extração dos fatores, e aplicou-se o método de rotação
varimax na obtenção da solução fatorial. Tendo por base a regra do Gráfico de Escarpa,
cuja curva acentuada apontava para a solução de três fatores, optou-se por realizar nova
análise fatorial com rotação varimax, fixando três fatores. A variância total explicada pela
escala é de 49.694%. O fator 1 é composto por oito itens relacionados com
“Consequências negativas de jogar videojogos” com um alfa .780, o fator 2 é composto
por três itens relacionados com “Interferência do jogar no domínio cognitivo-funcional”
com um alfa .717 e o fator 3 é composto por cinco itens relacionados com “Motivações
compensatórias” com um alfa .704.
Neste contributo para a validação psicométrica da escala ACUV, o a de Cronbach foi
utilizado como medida de confiabilidade, o fator 1 apresenta valores razoáveis (a= .780),
tal como o Fator 2 (a= .717) e o Fator 3 (a= .704). Em relação à escala ACUV, obteve-se
(a= .842), que nos indica uma consistência interna muito boa. Em relação ao estudo 2, as pontuações obtidas foram abaixo da média na escala ACUV
(M=27.44) e respetivas dimensões: Fator 1 (M=15.39); Fator 2 (M=4.83) e Fator 3
(M=7.22), bem como nos indicadores de “Grau de preocupações com a vida diária” (GPAV)
(M=8.24) e de “Motivações para jogar videojogos” (MJVJ) (M=13.95) e na capacidade
atencional (M=7.96). Esta média obtida pelos indivíduos na capacidade atencional
encontra-se acima, quando comparada com os valores médios para a população
portuguesa (M=4.16). Quanto ao género, estatuto profissional, residência e escolaridade
não se encontraram diferenças estatisticamente significativas em relação a nenhuma das
variáveis, apenas na variável dificuldade em adormecer se encontraram diferenças
estatisticamente significativas no GPAV e ACUV.
Insere-se ainda um anexo teórico, no qual se aprofundam conceitos relacionados com
a temática em estudo.
This dissertation is exposed in the form of a scientific article, and is divided into two studies. The main objective of study 1 is to contribute to the psychometric analysis of the Video Game Use Behavior Assessment (ACUV) scale. Study 2 aims to understand the behavior of using online games, the levels of attention, the motivations for playing video games and the degree of current concern with daily life, playing time and verifying differences in the scores of the ACUV scale and its dimensions according to variables such as age, education, professional situation, residence and difficulty falling asleep. The following instruments were also used for the study: Sociodemographic Questionnaire and the Stroop Test of Colors and Words (Esgalhado, Simões & Pereira, 2010). The sample is found by 66 individuals (n=66), 92.3% male and 7.7% female, with an average age of 23.1 years old (SD=4.07). Regarding the results obtained in study 1, in terms of the reliability of the present instrument, we obtained a very good Cronbach's alpha value (a=.842). Regarding the study of the sensitivity of the items on the ACUV scale, all items show good sensitivity, except for item 4 in the measure of asymmetry (skewness), and items 8 and 18, in relation to kurtosis values (Kurtosis), so they are eliminated. Regarding the validation of the scale construction, determine whether the Exploratory Factor Analysis (Varimax), after testing the sample adequacy for the factor analysis using the Keizer Meyer Olkin Test (KMO), where a KMO value = .759 and the Bartlett's sphericity (X2=263,257; p=0.000) to complete which as variables correlate complete. In the factor analysis, the principal component method is used to extract the factors, and the varimax rotation method is applied to obtain the factorial solution. Based on the Escarpment Graph rule, whose sharp curve pointed to the solution of three factors, it was decided to perform a new factor analysis with varimax rotation, fixing three factors. The total variation explained by the scale is 49.694%. Factor 1 consists of eight items related to “Negative consequences of playing video games” with an alpha .780, factor 2 consists of three items related to “Interference of the game in the cognitive-functional domain” with an alpha .717 and the factor 3 is made up of five items related to “compensatory motivations” with an alpha .704. In this contribution to a psychometric validation of the ACUV scale, Cronbach's a was used as a measure of reliability, factor 1 has reasonable values (a= .780), as well as Factor 2 (a= .717) and Factor 3 (a= .717) = 0.704). Regarding the ACUV scale, it was obtained (a = 0.842), which indicates a very good internal consistency. In relation to study 2, the scores were below the average on the ACUV scale (M=27.44) and respective dimensions: Factor 1 (M=15.39); Factor 2 (M=4.83) and Factor 3 (M=7.22), as well as in the indicators of “Degree of concerns about daily life” (GPAV) (M=8.24) and “Motivations to play video games ”(MJVJ) (M=13.95) and attentional capacity (M=7.96). This average obtained by those interested in attentional capacity is found above, when compared with the average values for the Portuguese population (M=4.16). Regarding gender, professional status, residency and education, there is no statistically significant difference in relation to any of the variables, only in the variable difficulty falling asleep is it statistically important in GPAV and ACUV. A theoretical annex is also inserted, the concepts related to the subject under study.
This dissertation is exposed in the form of a scientific article, and is divided into two studies. The main objective of study 1 is to contribute to the psychometric analysis of the Video Game Use Behavior Assessment (ACUV) scale. Study 2 aims to understand the behavior of using online games, the levels of attention, the motivations for playing video games and the degree of current concern with daily life, playing time and verifying differences in the scores of the ACUV scale and its dimensions according to variables such as age, education, professional situation, residence and difficulty falling asleep. The following instruments were also used for the study: Sociodemographic Questionnaire and the Stroop Test of Colors and Words (Esgalhado, Simões & Pereira, 2010). The sample is found by 66 individuals (n=66), 92.3% male and 7.7% female, with an average age of 23.1 years old (SD=4.07). Regarding the results obtained in study 1, in terms of the reliability of the present instrument, we obtained a very good Cronbach's alpha value (a=.842). Regarding the study of the sensitivity of the items on the ACUV scale, all items show good sensitivity, except for item 4 in the measure of asymmetry (skewness), and items 8 and 18, in relation to kurtosis values (Kurtosis), so they are eliminated. Regarding the validation of the scale construction, determine whether the Exploratory Factor Analysis (Varimax), after testing the sample adequacy for the factor analysis using the Keizer Meyer Olkin Test (KMO), where a KMO value = .759 and the Bartlett's sphericity (X2=263,257; p=0.000) to complete which as variables correlate complete. In the factor analysis, the principal component method is used to extract the factors, and the varimax rotation method is applied to obtain the factorial solution. Based on the Escarpment Graph rule, whose sharp curve pointed to the solution of three factors, it was decided to perform a new factor analysis with varimax rotation, fixing three factors. The total variation explained by the scale is 49.694%. Factor 1 consists of eight items related to “Negative consequences of playing video games” with an alpha .780, factor 2 consists of three items related to “Interference of the game in the cognitive-functional domain” with an alpha .717 and the factor 3 is made up of five items related to “compensatory motivations” with an alpha .704. In this contribution to a psychometric validation of the ACUV scale, Cronbach's a was used as a measure of reliability, factor 1 has reasonable values (a= .780), as well as Factor 2 (a= .717) and Factor 3 (a= .717) = 0.704). Regarding the ACUV scale, it was obtained (a = 0.842), which indicates a very good internal consistency. In relation to study 2, the scores were below the average on the ACUV scale (M=27.44) and respective dimensions: Factor 1 (M=15.39); Factor 2 (M=4.83) and Factor 3 (M=7.22), as well as in the indicators of “Degree of concerns about daily life” (GPAV) (M=8.24) and “Motivations to play video games ”(MJVJ) (M=13.95) and attentional capacity (M=7.96). This average obtained by those interested in attentional capacity is found above, when compared with the average values for the Portuguese population (M=4.16). Regarding gender, professional status, residency and education, there is no statistically significant difference in relation to any of the variables, only in the variable difficulty falling asleep is it statistically important in GPAV and ACUV. A theoretical annex is also inserted, the concepts related to the subject under study.
Description
Keywords
Atenção Seletiva Avaliação do Comportamento de Utilização de Videojogos Consequência de Jogar Videojogos Interferência Stroop