6.159 THE GENERAL ASSESSMENT OF MULTIMEDIA AND ELECTRONIC RECREATION (GAMER) SURVEY: DEVELOPMENT STRATEGY AND INITIAL FINDINGS FOR THE GAMER
Objectives: Despite the ubiquity of video games and electronic entertainment, especially among youth, there exists no psychometrically-validated tool to assess usage. In particular, no tools exist to assess a wide variety of potentially-harmful associated behaviors, such as sleep, interpersonal inte...
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Veröffentlicht in: | Journal of the American Academy of Child and Adolescent Psychiatry 2016-10, Vol.55 (10), p.S254-S255 |
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Hauptverfasser: | , , |
Format: | Artikel |
Sprache: | eng |
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Online-Zugang: | Volltext |
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Zusammenfassung: | Objectives: Despite the ubiquity of video games and electronic entertainment, especially among youth, there exists no psychometrically-validated tool to assess usage. In particular, no tools exist to assess a wide variety of potentially-harmful associated behaviors, such as sleep, interpersonal interactions, and play behaviors. The first step in conducting sound investigations with respect to electronic use is the development of a validated and standardized questionnaire for use in research. Methods: Two questionnaires, one for parents (111 questions) and one for youth |
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ISSN: | 0890-8567 1527-5418 |
DOI: | 10.1016/j.jaac.2016.09.474 |