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Exploratory and Confirmatory Factor Analysis of the Chinese Young Children’s Video-Gaming Questionnaire

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HCI in Games: Experience Design and Game Mechanics (HCII 2021)

Abstract

The study aimed to validate the self-designed Chinese Young Children’s Video-gaming Questionnaire (CVQ). The original CVQ consisted of 34 items. Eight hundred and nineteen (819) young children aged 3 to 6 years old from different parts of China were enrolled in this research. An exploratory factor analysis was undertaken on a random sample of half of the completed surveys, with eight items dropped afterwards. A confirmatory factor analysis was run on the other half of the original sample using structural equation modeling. Examination of the fit indices indicated that the model came close to fitting the data, with goodness-of-fit coefficients just below recommended levels. A second model was analyzed using the same four factors with 25 items and the results suggested that Model 2 fit the data well. These results led to a refined, shortened version of the CVQ. Future research is needed to see if this model would fit other samples in China and other countries.

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Acknowledgment

This research was partially supported by grants from Capacity Building for Sci-Tech Innovation – Fundamental Scientific Research Funds (19530050186, 20530290062), the Social Science General Project (SM202010028010), and the National Social Science Fund of China (18BSH130). We also express our appreciation to the staff of the Infant and Child Learning and Developmental Lab at the College of Preschool Education, Capital Normal University.

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Correspondence to Xiaocen Liu .

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Appendices

Appendix

The Chinese Young Children Video-game Questionnaire (CVQ)

The following statements are about your children’s daily video game playing behaviors. Please make a judgement about whether the description is consistent with your children’s behavior. You can indicate your response choices on your answer sheet.

  1. 1.

    Very inconsistent.

  2. 2.

    Comparative inconsistence.

  3. 3.

    Between consistence and inconsistence.

  4. 4.

    Comparative consistent.

  5. 5.

    Very consistent.

Order

Does your child show the following behavior? (Please mark an “√” next to the corresponding number that meets the description)

1

Children often play video games

2

Children are very interested in video games

3

Children spend more and more time playing video games

4

Children ask to download or buy video games

5

Children want to play video games when they see others playing games

6

Children want to play video games when they are bored or depressed

7

Children want to play video games when they see electronic products

8

Children want to play video games when they are in high spirits

9

Children need company while playing video games

10

Children like to play video games with their parents

11

Children like to play video games with their young friends

12

Children who have difficulties in playing video games will seek help

13

When children play video games, they need someone to control (time, content, etc.)

14

When children play video games well, they will be happy

15

When children play video games badly, they will be upset

16

Children need to be reminded to finish the video game

17

When you stop your child playing video games, he/she will obey immediately

18

When you stop your child playing video games, it’s hard for him/her to turn his/her attention to other tasks

19

When your child tries to reduce or stop playing video games, or can’t play video games, his/her mood gets worse

20

Children hide their time playing video games from family, friends or others

21

Children play video games to forget their own problems or to relieve anxiety (such as guilt, anxiety, helplessness, depression, etc.)

22

Children want to reduce the amount of time they spend playing video games, but they can’t

23

Children want to spend more time playing video games, or to play games with better equipment, or to play more exciting games

24

When children don’t play video games, they also spend a lot of time thinking about video games or planning their next time playing video games

25

Children may give up other activities or lose interest in previous hobbies because of playing video games

26

Children will spend less time outdoors because of playing video games

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Qu, F., Niu, X., Huang, H., Liu, X. (2021). Exploratory and Confirmatory Factor Analysis of the Chinese Young Children’s Video-Gaming Questionnaire. In: Fang, X. (eds) HCI in Games: Experience Design and Game Mechanics. HCII 2021. Lecture Notes in Computer Science(), vol 12789. Springer, Cham. https://doi.org/10.1007/978-3-030-77277-2_21

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  • DOI: https://doi.org/10.1007/978-3-030-77277-2_21

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77276-5

  • Online ISBN: 978-3-030-77277-2

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