Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks

被引:0
|
作者
Backlund, Christian [1 ]
Sorman, Daniel Eriksson [2 ]
Gavelin, Hanna M. [2 ]
Demetrovics, Zsolt [3 ,4 ,5 ]
Kiraly, Orsolya [4 ,5 ]
Ljungberg, Jessica K. [1 ]
机构
[1] Lulea Univ Technol, Dept Hlth Educ & Technol, Lulea, Sweden
[2] Umea Univ, Dept Psychol, Umea, Sweden
[3] Flinders Univ S Australia, Coll Educ Psychol & Social Work, Adelaide, SA, Australia
[4] Eotvos Lorand Univ, Inst Psychol, Budapest, Hungary
[5] Univ Gibraltar, Ctr Excellence Responsible Gaming, Europa Point, Gibraltar
来源
基金
瑞典研究理事会;
关键词
Gaming disorder; Internet gaming disorder; Motivation; Psychometrics; Video games; Technological addictions; OF-FIT INDEXES; VIDEO GAMES; CRITERIA; PLAY;
D O I
10.1016/j.chbr.2024.100504
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, M age = 29.5 years, range 15-66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald's omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations.
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页数:12
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