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RAFFLE的开发与验证:一种衡量开箱参与的原因和促进因素的方法。

Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement.

作者信息

Lloyd Joanne, Nicklin Laura Louise, Spicer Stuart Gordon, Fullwood Chris, Uther Maria, Hinton Daniel P, Parke Jonathan, Lloyd Helen, Close James

机构信息

School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK.

Institute of Education, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WS1 3BD, UK.

出版信息

J Clin Med. 2021 Dec 18;10(24):5949. doi: 10.3390/jcm10245949.

Abstract

Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews ( = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory ( = 503) and confirmatory ( = 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index ( = 0.63) and monthly self-reported spend ( = 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.

摘要

定性研究已经确定了通过基于机会的机制(即“开箱”)在电子游戏中购买物品的各种动机。鉴于一些人——尤其是那些有游戏紊乱和/或赌博风险的人——容易过度参与开箱购买,因此拥有一种可靠、有效的方法来衡量不同动机在推动购买行为中的作用非常重要。基于先前的定性研究,本文报告了“RAFFLE”量表的开发和验证,以衡量开箱参与的原因和促进因素。通过认知访谈(n = 25),随后对购买开箱的英国玩家进行了两次调查,开发了一个包含23个项目、七个因素的量表;分别通过探索性因素分析(n = 503)和验证性因素分析(n = 1495)进行分析。子量表包括“增强”;“进展”;“社会压力”;“分心/强迫”;“利他主义”;“害怕错过”;和“转售”。该量表显示出良好的标准效度和结构效度(与开箱参与度的测量、风险开箱指数(r = 0.63)和每月自我报告支出(r = 0.38)相关性良好),以及良好的内部效度(克朗巴哈系数α = 0.84)。本文还讨论了与游戏和赌博相关活动动机的异同,以及与更广泛的动机理论模型的一致性。

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