Measuring Habits and Attitudes towards Computer and Video Games
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Jones, G. & Dondlinger, M.J. (2007). Measuring Habits and Attitudes towards Computer and Video Games. In R. Carlsen et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2007 (pp. 1221-1223). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24726.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2007
San Antonio, Texas, USA
March 26, 2007
ISBN 1-880094-51-4
Roger Carlsen, Karen McFerrin, Jerry Price, Roberta Weber & Dee Anna Willis
AACE
More Information on SITE
Table of Contents
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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.
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