The Validity and Reliability of the Digital Gaming and Physical Activity Relationship Scales Amongst Finnish Adolescents

dc.contributor.authorNg, Kwok
dc.contributor.authorSokka, Miikka
dc.contributor.authorHusu, Pauliina
dc.contributor.authorKokko, Sami
dc.contributor.authorKoski, Pasi
dc.contributor.organizationfi=opettajankoulutuslaitos (Rauma)|en=Department of Teacher Education (Rauma)|
dc.contributor.organizationfi=opettajankoulutuslaitos (Turku)|en=Department of Teacher Education (Turku)|
dc.contributor.organization-code1.2.246.10.2458963.20.17986072860
dc.contributor.organization-code1.2.246.10.2458963.20.99310884848
dc.converis.publication-id509034644
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/509034644
dc.date.accessioned2026-04-24T19:44:54Z
dc.description.abstract<p>Although physical activity (PA) is an established pastime, digital gaming (DG) has created a new social world for young people. Scales to measure digital gaming relationships (DGRs) and physical activity relationships (PARs) are in their infancy. Therefore, the aim of this study was to investigate the properties and differences of the DGR and PAR scales used by adolescents. A convenience sample of high school students was recruited for the study. Participants completed the same questionnaire twice, with a 3-week interval between administrations. After merging and matching the two sets of responses, data from 116 students were analysed using intraclass correlation coefficients to assess intrarater reliability and principal component analyses to evaluate convergent validity. <em>T</em>-tests were used to determine gender differences in the DGR dimensions and linear associations with gaming and PA behaviour. After determining reliable items, five dimensions were found (competitiveness, social aspects, self-development, mental health and functional features). Cronbach′s alphas for each dimension ranged from 0.74 to 0.94. Scores from males in four of the five dimensions were statistically significantly higher than females, and there were linear associations with gaming behaviour in four dimensions. To conclude, the DGR and PAR scales seem to be suitable for use by adolescents in surveys.<br></p>
dc.identifier.eissn2578-1863
dc.identifier.urihttps://www.utupub.fi/handle/11111/59295
dc.identifier.urlhttps://doi.org/10.1155/hbe2/4157598
dc.identifier.urnURN:NBN:fi-fe2026022315646
dc.language.isoen
dc.okm.affiliatedauthorNg, Kwok
dc.okm.affiliatedauthorAalto-Sokka, Miikka
dc.okm.affiliatedauthorKoski, Pasi
dc.okm.discipline315 Sport and fitness sciencesen_GB
dc.okm.discipline315 Liikuntatiedefi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherWiley
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.articlenumber4157598
dc.relation.doi10.1155/hbe2/4157598
dc.relation.ispartofjournalHuman behavior and emerging technologies
dc.relation.volume2026
dc.titleThe Validity and Reliability of the Digital Gaming and Physical Activity Relationship Scales Amongst Finnish Adolescents
dc.year.issued2026

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