The PMDWell framework: A confirmatory factor analysis of video game players’ wellbeing

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Szymon Zbigniew Olejarnik , Daniela M. Romano
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Abstract

Despite the video game moral panics that have sprung up since the early 1990s, videogames remain a popular medium, increasing in capacity and market value every year. With the growth in the number of digital game players came the growth of uncertainty over the impacts of video games on wellbeing. The new generations are growing upsurrounded by ubiquitous, always-available digital technology and increasingly practice digitally mediated socialisation. The cultural shift suggests a change in the conceptualisation of wellbeing that can explain the phenomena of video game playing deaths.
A Player Multidimensional Wellbeing scale (PMDWell) is presented. The scale was derived from a conceptual framework drawn from existing literature on video game specific influences on wellbeing, and tested of 443 participants aged 13 to 65 worldwide. Teenagers were included due to the prevalence of gamers in the younger population. The scale constructs were validated using confirmatory factor analyses, ranging from good to excellent model fits, validity and reliability. We concluded that player wellbeing is a multidimensional construct with internal (social functioning, mental health) and external (physical health, life circumstances) dimensions.
Compared to other measures of wellbeing, PMDWell offers a broader understanding of wellbeing in the digital era that can be used to promote and maintain good health and perhaps highlight the lifestyle changes needed to optimise wellbeing and improve mental health. Future research could seek to replicate our validation in wider populations to enable demographic comparisons, especially comparing adolescents and young adults.
PMDWell框架:电子游戏玩家幸福感的验证性因素分析
尽管自20世纪90年代初以来,电子游戏的道德恐慌不断涌现,但电子游戏仍然是一种受欢迎的媒介,其容量和市场价值每年都在增加。随着电子游戏玩家数量的增长,电子游戏对健康影响的不确定性也在增加。新一代在无处不在、随时可用的数字技术的包围下成长,越来越多地实践数字媒介的社交。这种文化转变表明,人们对幸福的概念发生了改变,这可以解释电子游戏中玩家玩死亡的现象。提出了玩家多维幸福量表(PMDWell)。该量表源自现有文献中关于电子游戏对幸福感具体影响的概念框架,并对全球443名年龄在13至65岁之间的参与者进行了测试。青少年被包括在内是因为游戏玩家在年轻人群中普遍存在。量表结构采用验证性因子分析进行验证,从良好到优秀的模型拟合,效度和信度不等。我们的结论是,玩家的幸福感是一个包含内部(社会功能、心理健康)和外部(身体健康、生活环境)维度的多维结构。与其他健康指标相比,PMDWell提供了对数字时代健康的更广泛理解,可用于促进和保持良好的健康,并可能强调优化健康和改善心理健康所需的生活方式改变。未来的研究可以寻求在更广泛的人群中复制我们的验证,以便进行人口比较,特别是比较青少年和年轻人。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
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