Abstract
This study aimed to develop a scale of the “images and consciousness of digital games in adolescents” among high school and university students and examine its reliability and validity. A preliminary survey was conducted on 112 university students specializing in digital game development, and 115 items measuring the images of digital games were extracted. Using these 115 items, a survey was conducted on 360 high school and university students. We extracted seven factors (74 items) as the images and consciousness of digital games: “personal and social bad impressions,” “special experiences and positive impressions,” “skill improvement,” “extensive communication,” “health hazards and dependence induction,” “negative ideological effects,” and “lack of exercise.”