The Development of the Problematic Online Gaming Questionnaire (POGQ)

被引:127
|
作者
Demetrovics, Zsolt [1 ]
Urban, Robert [1 ]
Nagygyoergy, Katalin [1 ,3 ]
Farkas, Judit [1 ,3 ]
Griffiths, Mark D. [2 ]
Papay, Orsolya [1 ,3 ]
Koekoenyei, Gyoengyi [1 ]
Felvinczi, Katalin [1 ]
Olah, Attila [1 ]
机构
[1] Eotvos Lorand Univ, Inst Psychol, Budapest, Hungary
[2] Nottingham Trent Univ, Psychol Div, Nottingham, England
[3] Eotvos Lorand Univ, Doctoral Sch Psychol, Budapest, Hungary
来源
PLOS ONE | 2012年 / 7卷 / 05期
基金
匈牙利科学研究基金会;
关键词
ADDICTION; VALIDATION; INTERNET; CONTEXT;
D O I
10.1371/journal.pone.0036417
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Background: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods: A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. Results: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions - preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal - the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. Conclusions: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.
引用
收藏
页数:9
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