Sports Experience Questionnaire

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Sports Experience Questionnaire

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About Sports Experience Questionnaire

Scale Name

Sports Experience Questionnaire

Author Details

Craig A. Anderson and Nicholas L. Carnagey

Translation Availability

English

Background/Description

The Sports Experience Questionnaire (SEQ) is a self-report tool designed to measure an individual’s exposure to and engagement with competitive sports, both through direct participation and spectating, to explore its potential influence on aggression-related outcomes. Developed by Craig A. Anderson and Nicholas L. Carnagey in 2009, the SEQ was introduced in their study published in the Journal of Experimental Social Psychology to complement the Sports Video Game Exposure Questionnaire (SVGEQ). The SEQ aims to isolate the effects of competitive sports experiences from those of violent sports video games, testing whether competitiveness inherent in sports, rather than violent content, drives aggression. This tool is part of a broader investigation into how various forms of competitive or violent activities impact aggressive cognitions, affect, and behavior.

The SEQ asks participants to report their involvement in competitive sports, including the types of sports played, frequency of participation, and time spent as a spectator (e.g., watching sports in person or on television) from 7th grade to the present. Responses are typically rated on a frequency scale (e.g., 1 = “never” to 7 = “very often”) and used to calculate an overall sports experience score. The questionnaire distinguishes between high-contact (e.g., football, wrestling) and low-contact sports (e.g., tennis, swimming) to assess whether physicality influences outcomes. Validated in undergraduate samples, the SEQ is primarily used in experimental research to control for real-world sports exposure when studying video game effects.

Psychologists and behavioral researchers value the SEQ for its ability to quantify sports-related competitiveness, providing a control variable in studies of aggression and media violence. While its primary application is in research, insights from the SEQ can inform clinical discussions about the role of sports in shaping behavior. Currently available only in English, its focused design ensures precision in controlled experimental settings.

Administration, Scoring and Interpretation

  • Obtain a copy of the Sports Experience Questionnaire from the original publication in the Journal of Experimental Social Psychology (Anderson & Carnagey, 2009) or authorized research platforms, ensuring ethical use permissions.
  • Explain the purpose of the SEQ to the respondent, noting that it assesses participation in and exposure to competitive sports to understand their potential effects, emphasizing confidentiality.
  • Provide instructions, asking the respondent to list sports they have played or watched, specify high-contact versus low-contact sports, and estimate frequency and duration of engagement from 7th grade to the present, using a provided scale (e.g., 1-7).
  • Approximate time for completion is about 5-10 minutes, depending on the respondent’s recall and level of detail.
  • Administer the questionnaire in a controlled setting, such as a research lab or quiet clinical environment, using paper or digital formats, to ensure accurate responses.

Reliability and Validity

Specific psychometric data for the Sports Experience Questionnaire is limited in the 2009 study, as it was developed as a supplementary measure to the SVGEQ, but its design builds on established exposure questionnaires with known reliability. Internal consistency for similar measures is typically moderate (Cronbach’s alpha ≈ 0.65-0.80), reflecting coherence across items assessing participation and spectating. Test-retest reliability is assumed to be adequate (r ≈ 0.70-0.80) based on retrospective reporting, though not explicitly reported for the SEQ.

Convergent validity is inferred from its alignment with related constructs, such as competitiveness or physical activity measures, correlating modestly with aggression-related outcomes like the State Hostility Scale (r ≈ 0.30-0.50) in the study’s context. Discriminant validity is supported by its focus on sports-specific experiences, with weaker correlations to unrelated constructs like general mood (r < 0.30). Criterion validity is evidenced by its utility in controlling for sports exposure, helping to clarify that violent video game content, not competitiveness alone, drives aggression in the referenced experiments. While the SEQ’s psychometric properties are less extensively documented than those of other scales, its role as a control measure, as reported by Anderson and Carnagey (2009), supports its research utility.

Available Versions

10-Items

Reference

Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content?. Journal of experimental social psychology45(4), 731-739.

Important Link

Scale File:

Frequently Asked Questions

What does the SEQ measure?
It measures exposure to and participation in competitive sports, including spectating.

Who can use the SEQ?
Researchers and psychologists studying sports, competitiveness, or aggression.

How long does the SEQ take to complete?
It takes about 5-10 minutes.

Is the SEQ used outside research?
Primarily for research, but it can inform clinical discussions on sports behavior.

Does the SEQ link sports to aggression?
It helps clarify that violent game content, not sports competitiveness, drives aggression.

Disclaimer

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