Next, participants rated the attractiveness of four features in their favorite game: (1) violence, (2) wishful identification, (3)
immersion, and (4) perceived realism (see Konijn et al., 2007; Nije Bijvank, Konijn, Bushman, & Roelofsma, 2009). Violence
was measured using 3 items (e.g., “I think it is great that I can kill people in my video game”; Cronbach a ¼ .83). Wishful
identificationwas measured using 3 items (e.g., “I wish I were like the character inmy favorite video game”; Cronbach a ¼ .82).
Immersionwas measured using 3 items (e.g., “This game makes me forget everything around me”; Cronbach a ¼ .61). Perceived
Realism was measured using 4 items (e.g., “The situations in the game also occur in real life”; Cronbach a ¼ .76). A debriefing
followed.
Next, participants rated the attractiveness of four features in their favorite game: (1) violence, (2) wishful identification, (3)
immersion, and (4) perceived realism (see Konijn et al., 2007; Nije Bijvank, Konijn, Bushman, & Roelofsma, 2009). Violence
was measured using 3 items (e.g., “I think it is great that I can kill people in my video game”; Cronbach a ¼ .83). Wishful
identificationwas measured using 3 items (e.g., “I wish I were like the character inmy favorite video game”; Cronbach a ¼ .82).
Immersionwas measured using 3 items (e.g., “This game makes me forget everything around me”; Cronbach a ¼ .61). Perceived
Realism was measured using 4 items (e.g., “The situations in the game also occur in real life”; Cronbach a ¼ .76). A debriefing
followed.
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