Psychometric Characteristics of the Iranian Version of the Motives for Online Gaming Questionnaire (I-MOGQ).

Q2 Medicine
Behnaz Dowran, Fatemeh Forouzesh Yekta, Elham Aghaie
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Abstract

Objective: The growing popularity of computer games has attracted the attention of researchers in this field. The underlying psychological motives of gamers are important to prevention of disorders related to online gaming. This study was aimed at evaluating the psychometric characteristics of the Iranian version of the Motives for Online Gaming Questionnaire (I-MOGQ) and its association with Internet Gaming Disorders (IGD). Method : Four hundred and fifty-two Iranian adult gamers (mean age = 21.5 years, SD = 4.14) voluntarily responded to the anonymous survey online. All participants in this study were males. The questionnaires used in this study were MOGQ and IGD Scale. We performed confirmatory factor analysis (CFA) for MOGQ. Also, the correlation between MOGQ and IGD was evaluated. Results: CFA supports the construct validity of the questionnaire (RMSEA < 0.08). Cronbach's alpha, as an indicator of internal consistency of the questionnaire, was 0.91 (Social = 0.85, Escape = 0.84, Competition = 0.83, Coping = 0.79, Skill Development = 0.89, Fantasy = 0.85 and Recreation = 0.83). Also, the scale displayed adequate convergent validity, as shown by significant positive correlations with IGD scores. The highest correlation was found with the Escape motive (0.57) and the lowest was found with Recreation (0.15). Conclusion: This study showed that the Iranian version of the MOGQ is a valid and reliable scale for identifying the motives for online gaming among young adults.

Abstract Image

伊朗版在线游戏动机问卷(I-MOGQ)的心理测量特征。
目的:电脑游戏的日益普及吸引了该领域研究人员的关注。游戏玩家的潜在心理动机对于预防与网络游戏相关的疾病非常重要。本研究旨在评估伊朗版网络游戏动机问卷(I-MOGQ)的心理测量特征及其与网络游戏障碍(IGD)的关联。方法:452 名伊朗成年游戏玩家(平均年龄 = 21.5 岁,SD = 4.14)自愿在线回答了匿名调查。所有参与者均为男性。本研究使用的问卷是 MOGQ 和 IGD 量表。我们对 MOGQ 进行了确证因子分析(CFA)。此外,我们还评估了 MOGQ 与 IGD 之间的相关性。结果CFA支持问卷的建构效度(RMSEA < 0.08)。作为问卷内部一致性指标的 Cronbach's alpha 为 0.91(社交 = 0.85、逃避 = 0.84、竞争 = 0.83、应对 = 0.79、技能发展 = 0.89、幻想 = 0.85 和娱乐 = 0.83)。此外,该量表与 IGD 分数之间存在显著的正相关,表明该量表具有充分的收敛效度。与逃避动机的相关性最高(0.57),与娱乐动机的相关性最低(0.15)。结论本研究表明,伊朗版 MOGQ 是一种有效且可靠的量表,可用于识别青少年的网络游戏动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Iranian Journal of Psychiatry
Iranian Journal of Psychiatry Medicine-Psychiatry and Mental Health
CiteScore
4.00
自引率
0.00%
发文量
42
审稿时长
4 weeks
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