Entwicklung Und Validierung Eines Fragebogens Zum Erleben Von Computerspielen: Untersuchung Von Transfereffekten Zwischen Virtueller Und Realer Welt

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Entwicklung Und Validierung Eines Fragebogens Zum Erleben Von Computerspielen: Untersuchung Von Transfereffekten Zwischen Virtueller Und Realer Welt Entwicklung und Validierung eines Fragebogens zum Erleben von Computerspielen: Untersuchung von Transfereffekten zwischen virtueller und realer Welt Dissertation zur Erlangung des Doktorgrades der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Dipl.-Psych. Stefanie Luthman Kiel (2008) Stefanie Luthman Fragebogen zum Erleben von Computerspielen Erstgutachter: Prof. Dr. Thomas Bliesener Zweitgutachter: Prof. Dr. Günter Köhnken Tag der mündlichen Prüfung: 12.11.2008 Durch die zweite Prodekanin oder den zweiten Prodekan, Prof. Dr. Rainer Zaiser zum Druck genehmigt am: 12.11.2008 2 Stefanie Luthman Fragebogen zum Erleben von Computerspielen DANKSAGUNG Mein herzlichster Dank gilt meinem Doktorvater Prof. Dr. Thomas Bliesener, der mir die Möglichkeit gab, meine bei ihm begonnene Forschung zu den Effekten von Computerspielen in Form einer Promotion fortzusetzen. Dafür, dass er jederzeit bei Fragen für mich ansprechbar war und mir mit interessanten Ideen und Anregungen in schwierigen Phasen weiterhalf, bin ich ihm in besonderem Maße dankbar. Herrn Prof. Dr. Günter Köhnken möchte ich danken, dass er sich freundlicherweise bereit erklärt hat, als Zweitgutachter diese Doktorarbeit zu begutachten. Des Weiteren möchte ich mich bei meinen Kollegen und Kolleginnen bedanken, die mich in den letzten drei Jahren bei meiner Promotion begleitet haben. Die lockere Atmosphäre in unseren beiden Abteilungen ist einer der Gründe, weshalb ich freien Herzens sagen kann: Ich bin wirklich gerne zur Arbeit gegangen. Besonderer Dank gilt dabei meinen (ehemaligen) Kolleginnen Marijana Rakuljic und Anna Matthes. Sie waren mir in schwierigen Zeiten wichtige Ansprechpartner, aber noch viel mehr sind sie mir wegen ihrer herzlichen und unkomplizierten Art gute Freundinnen geworden. Jana Schmidt danke ich ganz herzlich für ihren unermüdlichen Einsatz in administrativen Belangen rund um meine Arbeit und für den wunderbaren Austausch in allen Lebensbelangen. Inga Mau möchte ich aufrichtig für ihre offenen Ohren und ihre kritischen Anmerkungen im Theorieteil dieser Arbeit danken. Meinem Kollegen Frithjof Staude-Müller danke ich für die nette Zusammenarbeit und wünsche ihm für seine Promotion alles Gute. Ferner danke ich allen Spielern, die an meinen Untersuchungen teilgenommen haben. In dem Sinne bedanke ich mich auch bei den Lehrern und Lehrerinnen, die mich bei der Durchführung der Studien so hilfreich unterstützt haben. Mein Dank gilt auch den beiden Empigruppen, die einen Teil der Spieler rekrutiert haben. Nicht zuletzt danke ich meiner Familie für ihre emotionale Unterstützung und die gern genutzte Abwechslung während dieser Zeit. Sie ist für mich der Beweis dafür, dass „zu Hause“ dort ist, wo die Menschen sind, die man liebt. Meinen tiefsten Dank möchte ich meinem Mann Johannes Luthman aussprechen, der mir während der Doktorarbeit die wichtigste Bezugsperson war und mir die nötige Kraft gab, dieses Projekt erfolgreich zu beenden. Aus „Alles wird gut“ wird schließlich „Alles ist gut“. 3 Stefanie Luthman Fragebogen zum Erleben von Computerspielen ABSTRACT In der vorliegenden Arbeit wird die Entwicklung und Validierung eines Fragebogens vorgestellt, der auf den Überlegungen von Fritz (1997) zu einem Wirkungsmodell virtueller Welten basiert. Dieses Selbstbeurteilungsinstrument erfasst mit 40 Items Transferprozesse im Zusammenhang mit dem Spielen von Computer- und Videospielen. Die fünf Skalen des Fragebogens zum Erleben von Computerspielen (FEC ) wurden durch faktorenanalytische Untersuchungen an einer repräsentativen Stichprobe von insgesamt 597 Spielern gewonnen und auf ihre psychometrische Qualität überprüft. Die Fragebogenskalen erweisen sich als reliabel. Weiterführende Analysen weisen Zusammenhänge der Skalen mit dem Spielkonsum, soziodemografischen Merkmalen der Spieler, Genrepräferenzen und Persönlichkeitseigenschaften nach. Eine abschließende Validierungsstudie an 574 Spielern von Call of Duty und Grand Theft Auto belegt die Konstruktvalidität der FEC-Skalen. Schlagwörter : Computerspiel, Transferprozesse 4 Stefanie Luthman Fragebogen zum Erleben von Computerspielen ABSTRACT This work presents the construction and validation of a questionnaire on the effects of virtual worlds, based on the model of Fritz (1997). The questionnaire, Fragebogen zum Erleben von Computerspielen (FEC ), constitutes a self-assessment tool of 40 items that allows transfer processes experienced by gamers to be measured, whilst and after playing computer games. The five scales of FEC were extracted from the results of factorial analyses on a representative sample of 597 gamers. Psychometric tests reveal that the scales are reliable. Further analyses of the scales show interrelations with the players’ game consumption, sociodemographic characteristics, genre preferences, and personality traits. Finally, a validation study comprising 574 players of Call of Duty and Grand Theft Auto proves that the questionnaire scales have construct validity. Keywords : computer game, transfer processes 5 Stefanie Luthman Fragebogen zum Erleben von Computerspielen Inhaltsverzeichnis 1 Einleitung ..................................................................................................................................... 9 2 Theoretischer und empirischer Hintergrund ......................................................................... 12 2.1 Verbreitung von digitalen Spielen ......................................................................................... 12 2.1.1 Gaming .......................................................................................................................... 12 2.1.2 Spielehardware .............................................................................................................. 12 2.1.3 Spielesoftware................................................................................................................ 13 2.1.4 Spielegenres ................................................................................................................... 15 2.2 Nutzer von digitalen Spielen .................................................................................................. 17 2.2.1 Spielergemeinschaft insgesamt ...................................................................................... 18 2.2.2 Zielgruppe Kinder und Jugendliche ............................................................................... 21 2.3 Überblick zu Effekten von digitalen Spielen ......................................................................... 24 2.3.1 Aggression ..................................................................................................................... 25 2.3.2 Sucht .............................................................................................................................. 26 2.3.3 Schulleistung.................................................................................................................. 27 2.3.4 Soziale Isolation............................................................................................................. 28 2.3.5 Körperliche Effekte ....................................................................................................... 28 2.3.6 Transfer von Fähigkeiten und Fertigkeiten .................................................................... 28 2.3.7 Fazit zu den Effekten von Computerspielen .................................................................. 29 2.4 Transfermodell von Fritz (1997) ............................................................................................ 30 2.4.1 Theoretische Grundlagen des Transfermodells ............................................................. 30 2.4.1.1 Strukturelle Koppelung ....................................................................................... 30 2.4.1.2 Transfer, Transformation und Lebenswelt .......................................................... 31 2.4.1.3 Transferebenen .................................................................................................... 33 2.4.1.4 Transferformen .................................................................................................... 35 2.4.1.5 Bewusstseinsprozesse .......................................................................................... 37 2.4.1.6 Transferbereitschaft und Transferakzeptanz ....................................................... 38 2.4.1.7 Rahmungskompetenz .......................................................................................... 38 2.4.2 Empirische und theoretische Untersuchungen zum Transfermodell ............................. 39 2.4.2.1 Esser und Witting (1997)..................................................................................... 39 2.4.2.2 Butler (2007) ....................................................................................................... 42 2.4.2.3 Kraam-Aulenbach (2002) .................................................................................... 44 2.4.2.4 Witting (2007) ..................................................................................................... 45 2.4.2.5 Müsgens (2000) ................................................................................................... 48 2.4.2.6 Ferdinand, Müller, Ritschel und Wechselberger (2005) ..................................... 49 2.4.2.7 Ladas (2002) ........................................................................................................ 50 2.4.2.8 Gieselmann (2002) .............................................................................................
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