Publicado
2025-10-24

Adaptación del cuestionario de experiencias relacionadas con los videojuegos en jóvenes peruanos

Adaptation of the Questionnaire of Experiences Related to Video Games in Young Peruvians

Adaptação do questionário de experiências relacionadas a videogames em jovens peruanos.

DOI: https://doi.org/10.15332/22563067.8539
Detsy briggitte Capillo Sanchez https://orcid.org/0000-0003-1717-7753
Santa Mirtha Raymundo Cochachin https://orcid.org/0000-0001-6431-3696
Alicia Quispe Mamani https://orcid.org/0000-0002-1903-2382
Dino Fernando Mosquera Torres https://orcid.org/0000-0003-3396-5987

Resumo (pt)

El objetivo fue adaptar el cuestionario de experiencias relacionadas con videojuegos (CERV) en jóvenes de Oxapampa, 2021. Siguiendo método instrumental, la muestra utilizada consistió en 500 jóvenes, hombres y mujeres, con edades de 16 a 18 años, usando el muestreo de bola de nieve no probabilístico. El CERV fue modificado para adaptarlo a características socioculturales de muestra. Los hallazgos indicaron existe índice óptimo de Aiken "V", que implica que los ítems tienen un grado adecuado de representatividad, claridad y relevancia. La estructura bidimensional explicó 63% de variabilidad de puntajes, dimensiones: dependencia y evitación, y consecuencias negativas, obtuvieron índices óptimos de ajuste mediante análisis factorial confirmatorio (CMIN = 1,887; RMSEA = 0,042; CFI = 0,986; TLI = 0,993), el análisis de confiabilidad determinó que las dimensiones tenían consistencia interna adecuada (Ω > ,80). Concluyéndose que la versión modificada del (CERV) evidencia óptima validez y confiabilidad en sus puntajes, que implica su relevancia para medir dependencia de videojuegos en población.

Palavras-chave (pt): adaptación, fiabilidad, juventud, validez, videojuegos

Resumo (en)

The objective was to adapt the Questionnaire of Experiences Related to Video Games (CERV) for young people in Oxapampa, 2021. Following an instrumental design, the sample used consisted of 500 young men and women, aged 16 to 18 years, non-probabilistic snowball sampling. The CERV was modified to adapt it to sample sociocultural characteristics. The findings indicated an optimal Aiken’s V index, which implies that the items have an adequate degree of representativeness, clarity and relevance. The two-dimensional structure explained 63% of the variance of scores, dimensions: dependence and avoidance, and negative consequences. These obtained optimal fit indices in the confirmatory factor analysis (CMIN = 1.887; RMSEA = 0.042; IFC = 0.986; TLI = 0.993). Reliability analysis determined that the dimensions had adequate internal consistency (Ω > .80). It is concluded that the modified version of CERV demonstrated optimal validity and reliability, supporting its relevance for measuring video game dependence in this population.

Palavras-chave (en): videogames, youth, validity, reliability, adaptation

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Capillo Sanchez, D. briggitte, Raymundo Cochachin , S. M., Quispe Mamani, A. ., & Mosquera Torres, D. F. . (2025). Adaptação do questionário de experiências relacionadas a videogames em jovens peruanos. Diversitas, 21(1), 88-100. https://doi.org/10.15332/22563067.8539