Date of Award
Doctor of Public Health (DrPH)
LARA S SAVAS
Serious game-based interventions offer promising health outcome results with the aid of pre-intervention player tailoring and the development of measurements that evaluate pre-intervention player characteristics and subgroups. Video gaming measures can potentially provide helpful tailoring information that discerns individual video gaming preferences which could influence their overall user experience. It is critical that measures that target adolescent video gaming be psychometrically validated. There is a gap in the literature with psychometrically validated measures evaluating adolescent attitudes towards computer games for learning and gaming archetypes. Therefore the aims of this dissertation were to 1) evaluate the psychometric properties (i.e., reliability and validity) of the Attitudes Towards Computer Games for Learning (ATCGFL) adapted from Askar et al.’s Attitudes towards computer-assisted learning (CAL) scale that assessed attitudes towards computer games for learning among a sample of adolescents, and 2) explore and identify the latent class structure (LCA) of the BrainHex measure among the same sample of adolescents. Secondary data analysis of a data set extricated from the “It’s Your Game-Family” study was conducted. Participants were youth aged 11-14 years in Houston, TX, who answered self-guided questionnaires in their home. Exploratory data analysis of the ATCGFL scale was performed. Reliability testing through analyzing internal consistency and test-retest reliability were also performed with the ATCGFL scale. Then, exploratory data analysis of the BrainHex measure was performed through latent class analysis. Results from the exploratory analysis of the ATCGFL scale suggest the adapted attitudes scale supports a 3-factor solution (Satisfaction, Motivation, and Cognition). The 3-factor solution indicates the scale has a mixed quality level of internal consistency because Factor 1 and Factor 2 we have an acceptable level of internal consistency, but Factor 3 has a questionable level of internal consistency. The test-retest reliability of the ATCGFL scale was low, but significant. Last, the latent class analysis of the BrainHex measure results revealed a 3-class model (low probability of gaming element likability gamers, moderate probability of gaming element likability gamers, and high probability of gaming element likability gamers). Overall, these findings suggest the Attitudes Towards Computer Games for Learning scale and BrainHex measure both possess promising utility as measures in tandem with serious game-based interventions, and that further research to conduct confirmatory analysis with both measures is merited.
LEE, BENJAMIN, "ATITIUDES TOW ARDS COMPUTER GAMES FOR LEARNING AND Pl.A YER ARCHETYPES: AN EXPLORATION OF MEASURES ON PREINTERVENTION PLAYER CHARACTERISTICS FOR SERIOUS GAME-BASED INTERVENTIONS" (2020). UT School of Public Health Dissertations (Open Access). 162.