在世界卫生组织和美国心理学会游戏障碍症状框架内验证在线游戏动机问卷(MOGQ)

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in human behavior reports Pub Date : 2024-10-05 DOI:10.1016/j.chbr.2024.100504
Christian Bäcklund , Daniel Eriksson Sörman , Hanna M. Gavelin , Zsolt Demetrovics , Orsolya Király , Jessica K. Ljungberg
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引用次数: 0

摘要

随着人们对数字游戏的兴趣与日俱增,以及数字游戏风靡全球的原因,我们有必要对参与数字游戏的动机因素进行进一步的心理测量调查。本研究的目的是在瑞典样本中验证在线游戏动机问卷(MOGQ),并在美国精神病学协会和世界卫生组织的诊断框架内比较七个动机因素与游戏障碍症状之间的关联。此外,考虑到更简洁的心理测量方法的实用性,我们还开发了一个包含 14 个项目的 MOGQ 版本(MOGQ-14)。678 名瑞典电子游戏玩家(68.4% 为男性,29.7% 为女性,1.9% 为其他年龄段,年龄 = 29.5 岁,年龄范围在 15-66 岁之间)在参与在线调查后被纳入分析样本。分析结果显示,瑞典版 MOGQ 具有良好的心理测量特性。所有 MOGQ 因子都显示出良好的可靠性(麦当劳Ω),MOGQ 各维度之间的相互关系与之前的研究结果一致。结果表明,平均而言,男性在竞争方面的游戏动机高于女性。六个游戏动机因素(社交、逃避、竞争、应对、技能发展、幻想)与游戏障碍症状之间的关系与之前的研究结果一致。研究结果表明,在美国心理学会(APA)和世界卫生组织(WHO)的诊断框架中,游戏动机(逃避和娱乐)与游戏障碍症状之间的关系因所使用的游戏动机量表(MOGQ或MOGQ-14)而异。在使用MOGQ时,娱乐与症状的关系存在明显差异,而在WHO框架下,MOGQ-14在逃避和娱乐动机方面显示出更大的效应量。
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Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks
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, Mage = 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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