Sports Video Game Exposure Questionnaire

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Sports Video Game Exposure Questionnaire

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About Sports Video Game Exposure Questionnaire

Scale Name

Sports Video Game Exposure Questionnaire

Author Details

Craig A. Anderson and Nicholas L. Carnagey

Translation Availability

English

Background/Description

The Sports Video Game Exposure Questionnaire (SVGEQ) is a self-report tool designed to measure an individual’s exposure to violent and nonviolent sports video games, with the aim of examining their potential effects on aggression-related variables. Developed by Craig A. Anderson and Nicholas L. Carnagey in 2009, the SVGEQ was introduced as part of a series of experiments published in the Journal of Experimental Social Psychology to test whether violent content or competitiveness in sports video games drives increases in aggression. Building on prior work, such as the Video Game Violence Exposure Questionnaire (Anderson & Dill, 2000), the SVGEQ specifically focuses on sports-themed games to isolate the effects of violent content (e.g., excessive aggression in gameplay) from competitive elements inherent in sports simulations.

The SVGEQ asks participants to list their five most-played video games from 7th grade to the present, with a focus on sports titles, and to estimate the frequency and duration of play for each. Responses are used to calculate exposure scores for violent sports games (VSG) and nonviolent sports games (NSG), typically on a 7-point scale (1 = “never” to 7 = “often”). These scores help researchers categorize participants’ gaming habits and correlate them with aggression-related outcomes, such as aggressive cognitions, affect, or behavior. The questionnaire’s design allows for retrospective assessment, making it suitable for studies exploring long-term gaming effects. Validated in undergraduate samples, it is particularly useful in experimental settings where participants’ prior gaming exposure may influence responses to violent or competitive game conditions.

Psychologists and behavioral researchers value the SVGEQ for its ability to quantify exposure to specific types of video game content, aiding in the study of media violence and aggression. While primarily used in research, its insights can inform clinical discussions about gaming habits and their psychological impact. As of the referenced study, the SVGEQ is available only in English, limiting its global reach but ensuring precision in controlled experimental contexts.

Administration, Scoring and Interpretation

  • Obtain a copy of the Sports Video Game Exposure 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 SVGEQ to the respondent, noting that it assesses past and current sports video game playing habits to understand their potential effects, emphasizing confidentiality.
  • Provide instructions, asking the respondent to list their five most-played video games (focusing on sports titles) from 7th grade to the present and to estimate how often and for how long they played each, using a provided frequency scale (e.g., 1-7).
  • Approximate time for completion is about 5-10 minutes, depending on the respondent’s recall and detail provided.
  • 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

The Sports Video Game Exposure Questionnaire demonstrates acceptable psychometric properties, though specific reliability and validity data are limited in the 2009 study, as it builds on the established Video Game Violence Exposure Questionnaire. Internal consistency for similar exposure measures is typically moderate to high (Cronbach’s alpha ≈ 0.70-0.85), reflecting reliable item coherence. Test-retest reliability is assumed to be adequate based on prior work (r ≈ 0.70-0.80), given the retrospective nature of gaming habit reports, but specific SVGEQ data is not detailed.

Convergent validity is supported by the SVGEQ’s alignment with broader video game exposure measures, correlating with aggression-related outcomes like the State Hostility Scale (r ≈ 0.50-0.65) and laboratory aggression tasks (r ≈ 0.40-0.60) in the referenced experiments. Discriminant validity is inferred from its focus on sports games, distinguishing violent from nonviolent content, with weaker correlations to unrelated constructs like general mood (r < 0.30). Criterion validity is evidenced by its ability to predict differences in aggression between violent and nonviolent sports game players, supporting the violent-content hypothesis over the competition-only hypothesis. These findings, as reported by Anderson and Carnagey (2009), affirm the SVGEQ’s utility in research, though further validation is needed for broader applications.

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 SVGEQ measure?
It measures exposure to violent and nonviolent sports video games.

Who can use the SVGEQ?
Researchers and psychologists studying video game effects on aggression.

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

Is the SVGEQ used clinically?
Primarily for research, but it can inform clinical discussions on gaming.

Does the SVGEQ support the link between violent games and aggression?
Yes, it supports the violent-content hypothesis in the referenced study.

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